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T G.7496

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Posts posted by T G.7496

  1. There's an argument to say that using failures in map design in synergy with the skills and abilities made available in the game isn't cheating.

    This is commonly called an exploit, and it's generally frowned upon.

    But one might reasonably consider it to be the responsibility of the game designers to design-out exploits where they exist. In fact, they do this quite often when wonky skill synergies are discovered.

    The fact that after years of some of these map 'exploits' existing Anet has yet to fix them, suggests either a next-level degree of negligence or that Anet doesn't consider them to be exploits.

    I don't feel particularly strongly about this either way, to be honest.

    What I do feel strongly about is the other, quite distinct thing being discussed here and which is being conflated with exploiting. And that's the use of third party software to deliberately hack the game to provide unfair advantage through cheating.

    It's hard to overstate the contempt I have for those compelled to cheat in this way.

    But the world is the way it is.

    I'd have zero issue with the collective punishment of guilds who, beyond doubt, harbour or encourage cheaters.

    Paint a cross on the door and burn the house down.

    What's the worst that can happen? Some sweaty kid smashes his keyboard in pitious rage, or a basement dweller paws his neckbeard in anguish.

    Make better choices.

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  2. This is an excellent question and gets to the heart, possibly, of a lot of the problems that the new system either has, or is perceived to have.

    And it's a gnarly one, because changing that number now is gonna break some eggs somewhere.

    Personally, I think a lower number is appropriate for the limit on a WvW guild. How low? I dunno. 250? Who knows.

    Mechanically, it should be fairly trivial to prevent any player from declaring as a WvW guild any guild that has more than the limit. So the standard guild limit could remain at 500, but any guild exceeding the WvW member limit is unavailable for selection as a WvW guild.

    That might still lead to some difficult choices, and suboptimal experiences for some people.

    But it might be better for the mode.

    It really is a tricky one.

    I'm sure they considered it. They decided 500 was fine. Maybe they'll change their minds. I think less would be better.

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  3. 14 minutes ago, shrew.3059 said:

    I think the issue is less “having a bad week” and more “this week will be every week”. Maybe the latter feeling is irrational, but it’s understandable since it’s people’s first impression.

    Your suggestions may work, it depends on whether or not the imbalance can be fixed algorithmically or whether it’s simply inherent to the system design.

    Peoples' feelings in this first week are just so complicated, varied and polarised - in some cases extremely so - based on what they've come from, what they're experiencing this week, what their expectations, hopes and fears were... I think a degree of irrationality is understandable. The losses that some people have experienced (especially in terms of longstanding communities) - even if that is simply subjective - make this an exceptionally emotional time in the modes history, for many many people. I acknowledge that.

    And as you point out, first impressions are important, rightly or wrongly. I'm really not sure Anet have managed this whole process well. No, in fact - regardless of the fact that I'm one of the players who's welcomed this change, and is having a good time so far - I have to say that Anet have made this whole venture a very messy, confusing and unsatisfactory experience for everyone. There's no way I'd go into bat for them about the process that has led us here.

    I just hope that they take a smart, conscientious approach to making this work going forward - including deploying the resources necessary to do so, and quickly.

    I hope this works out.

    • Like 4
  4. Adopting a Swiss Tournament-style approach to reshuffling the matches and Tiers after week 1 of a relink should definitely be something they consider.

    I also hope, since they've now improved their smallest unit of potential 'balance' adjustment by three orders of magnitude (i.e. from the server, to individual), they should also allocate sufficient resources to developing their processes of data capture and analysis in pursuit of better educated team-making.

    Perhaps then, a week-1 experience like this can be better avoided and hopefully is less likely to linger into week 2 and beyond.

  5. I've way more regular, organised content now than at any time over the last few years. I've been able to reconnect with many players and other guilds that I've been friends with but separated from for a long time across servers. I've also met a whole bunch of new, friendly players who are part of the alliance guild initiative I joined.

    On the flip side, I've parted from another group of longstanding friends, for now, who made other choices. But that's ok, because we all had full agency, and those decisions can be reversed as regularly as every four weeks, at no cost. And I'm still in touch with all those people through friends lists, guild chats and discord.

    I was craving this change.

    Yes, there are definitely week-1 issues with MU balance, but when was there not after a relink?

    I'm loving it. It has rekindled my engagement with the game mode.

    Edit: btw, there's no need at all for anyone to be confused by how I feel, I've described it pretty clearly XD

    • Like 11
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  6. 43 minutes ago, XenesisII.1540 said:

    You do realize... majority of the stackers were just multiple guilds moving right? and then some extra followers or friends which would be less than the guilds moving. There is no pain for them to feel, it's a bonus they can move for free, together, forever, now.

    If that's true, then great!

    But I'm not sure that's entirely all we've experienced - certainly in the worst cases - over the lifetime of servers, links and transfers.

    And except now they will have no agency at all about where they are moved to, and who else they will be teamed with, every four weeks. Zero agency. That's a fundamental difference.

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  7. 2 hours ago, Caffynated.5713 said:

    They won't get better; they will get worse.

    There's no evidence yet for this. I hope you're wrong.

    2 hours ago, Caffynated.5713 said:

    ... designated losing teams ... 

    I don't think this is a thing.

    I hope teams will find the tier(s) where there content is better matched.

    More worrying is that, with now 6 EU tiers but only a 4-week relink cycle, there is potentially insufficient time for teams to find their tier through the weekly up/down process.

    Certainly, if you are in a 'T1 level' team placed in T6 on relink, you won't have even enough time to get to T1.

    That's not great design.

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  8. 14 minutes ago, shrew.3059 said:

    It’s a bind for MoL too because they can’t avoid being better organised and playing their best just to encourage more competition, but at the same time, they’ll never get that competition by (inadvertently) teaching their opponents that standing to fight is pointless.

    It seems impossible to properly calibrate for player quality (as you put it) because there are different WvW “modes” being played; a strong 1v1er can’t stand up to a boon ball, a strong roamer can’t stand up to a boon ball, and it’s irrelevant whether an individual member of a boon ball could hold their own 1v1 or roaming because this doesn’t need to happen for them. Boon balling is a skill, but it’s not 100% transferable to the other “modes” of WvW, so the only thing that matters is who wins, and that’s always a numbers organisation game.

    No reasonable player wants to punish players and guilds for trying hard and being good, but I think there needs to be an acknowledgement that the current system might not encourage players to get better or get organised if they get stomped for trying. Maybe this will even out with time, but the question is who will be left?

    Understood. Good points.

    But the boonball vs. 'other modes' issue of balancing WvW is a more general issue we're all experiencing atm.

    Maybe the new process of WR is going to exacerbate this issue for the foreseeable future, particularly in the first week or two of each relink. But maybe this will also shine a harder light on the problem and perhaps Anet will finally begin to do something about it.

    I'm not holding my breath.

    Much as I was looking forward to WR - I had grown almost contemptuous of the old system, in its familiar staleness - I'm always reluctant to go in to bat for Anet. Their performance over the last few years has created a great cynicism in me about their understand of and ability to fix and improve their own game.

    But I think we're all stuck with WR now. I'm ok with that, because I was craving the shake-up and I was preparing for it and looking forward to it. No doubt the novelty will wear off quickly, even for people like me, and then we'll have to see if they can manage the WR mechanics well enough to sustain peoples' loyalty to and enjoyment of the game.

    At least server-stacking and bandwaggoning is dead now. But this new system will still favour those who are more willing to organise with others. Arguably, that's what this mode is all about, after all - but I'm aware people play this mode in different ways. I hope they can all still find a way to enjoy it.

    • Like 4
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  9. 27 minutes ago, Kishijooten.5817 said:

    I'm on blue team. We got a perma red blob  vs a few disorganized blue players. What are we supposed to do ? I'm sorry you feel disapointed but we cannot fight you. I wish we could but we can't. 

    Less than 48 hours and I really miss my Jade Sea mates... 😥

     

    Understood. I'm sorry to hear that.

    I was referring very specifically to the reset behaviour of whomever was tagging for blue. They had a blob, it looked like a full squad. They'd opened green garri and were working on the lord. We were like, yay, content. They were like, nope, port. Different playstyle, nothing to do with numbers or balance, at that moment and for the remainder of the night.

    Since then, several blue groups have put up a fight for things, and I acknowledge that it's been rough on them - not that we've always had full squads, but that on average our players seem more capable. But yes, MoL seems to have all the advantage cards in the Tier 6 match; overall numbers, perhaps better coverage, better organisation, arguably better calibre players.

    Hopefully, from next week, the Tiers can begin sorting themselves out a bit, and perhaps balance will begin to improve for everyone. Fingers crossed.

    Good luck!

    ❤️

    • Confused 5
  10. I'm on Mirror of Lyssa, in probably one of the larger alliance guild initiatives, and it is absolutely true that MoL is completely dominating.

    We're not happy about it either, it'd be a lot more fun if there was more challenging content.

    But, and it's a big but, this is not a disparity in simply numbers. There might be a numbers disparity, and perhaps also a coverage one. However, there is also a big playstyle disparity.

    Blue team - we are red - blue team seem to actively avoid PvP. We watched a full blue reset blob disengage from the lord in green keep and deliberately manoeuvre to port away when we arrived to play with them. This continued all night, and since, and if they do fight, or are forced to do so, they're really not up to it - sorry to say so, I'm not a very good player either.

    Hopefully, as the weeks pass, these week 1 disparities - of all kinds - will diminish as teams find their place in the tiers.

    Relinks were always a bit like this, and for obvious reasons. I imagine WR relinks will continue this inevitable week 1 chaos, and it is probably likely to remain a more pronounced consequence of the process. 

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  11. Server stackers, bandwagoners, call them what you will, are going to feel the pain of WR most acutely. WR is specifically designed to kill that sort of thing. I've no sympathy.

    If organising to play together with up to 500 like-minded players, friends, and friends of friends is either beyond people, or isn't enough, I dunno what to tell you.

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  12. It seemed to me that those players for whom server identity remained important created organised or impromptu events of their own to mark the moment.

    I think that was sufficient.

    I acknowledge the loss of community a lot of these players have experienced, and at times it has been painful witnessing their pain. I am sorry for their loss.

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