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blp.3489

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  1. Look for the silver lining, you get to play with your guild starting on the 12th for the duration of the WR beta without paying for a transfer.
  2. "But servers do have identities." In the future community guilds will have identities, and core players, etc. We have to realize that guilds will have an additional role to play under WR, some of the new guilds will be different from typical current guilds in that their main purpose will be to establish groups that want to play together. A lot of people will continue to play with/represent their current guild but will set a community guild as their wvw guild in the guild interface. That community guild isn't that different from the planned alliances, two or more guilds that want to ally themselves and play together will have all of their members set one guild as their wvw guild. The biggest difference will be that the individual members of each guild will all have to set their own wvw guild instead of the guild leader moving the whole guild into an alliance. A second difference is that there isn't necessarily a single Alliance Leader determining how many players from a guild can join the alliance, when two guilds want to play together they can create a guild and give both guild leaders, and possibly others as well, the ability to add players. Until the guild reaches 500, which is a lot of players, the participating guilds can handle their own adds and removes. I suspect the players that will be most affected by WR are the individual players without a wvw guild who may be placed in a completely different team with no overlap in players at all and hence no familiar faces or the faces they are familiar with being on opposing teams. Guilds, of various sizes and compositions are going to play a much more central role in WR, and we are all going to have to adjust. I very much doubt it will be the end of wvw though.
  3. I think this would be very interesting. Then again, I think a special event with no stability boon would be a hoot. Give the firebrand players a week of freedom and remind the composition oriented players what a huge advantage they have over pugs.
  4. Just a wild guess but, if they want the next beta to start at the start of a season then switching to 4 weeks now gives them more options for the start date, and then if they decide to go live permanently they can do so sooner without messing up a season.
  5. There's an option: Melee Attack Assist — Enables collision detection between your character and your target (e.g. making the target "solid") when you are both directly facing each other, preventing you from running through them so that you stay in melee range. If that could be expanded to collision detect with allies too that would be an interesting short duration event. Actually you could apply it to enemies too. But probably the collision detection with more than a single target would be computationally costly. And it would open up to griefing with players able to block other players. It would certainly be more realistic and would open a lot of new possibilities, but maybe too much of a departure from the current game.
  6. The last update says that they have already added time zones to the team-building algorithm:
  7. How about you get your participation extended by a small amount of time when you do a significant amount of damage to a player while keeping a list of the last five players you got participation from, and you don't get further participation from engaging those players. Clear players from the list after some period of time long enough to minimize exploitation. You could also extend the participation of the player receiving the damage, perhaps again keeping a list of the most recent players you got an extension from. Naturally, players using stealth are excluded from gaining this type of participation, maybe for N seconds before and after using stealth. 😉
  8. I wonder if there is a way to make people care about/more explicitly reward winning the 2 hour skirmishes? Or at least making gains, or minimizing losses to the extent possible, during the 2 hour skirmishes. If we accept that, beyond manipulating the 1up/1down system, people don't care that much about the match scores, and indeed are a little frustrated that anything they accomplish during their play time is more than likely to just be lost during off hours, maybe we need to narrow the focus down to a timeframe that is closer to the time that players are online for and at least have some degree of agency over?
  9. You have far far more experience with this than I so I may be out in left field, but... Are you sure that the dynamics of the guilds that you are familiar with compare to potential 500 player super-guilds that could potentially start being built once WR is in place? Who knows if it will happen but there is the potential for quite a few very large guilds being created and matches involving those guilds might be quite different in scope than with typical guilds currently. Correct me if I'm wrong but I don't imagine that you are dealing with more than 500 of the players on your server anyway?
  10. I could very well be wrong but I don't the the guild hall changes include "every other player is an enemy" capability. It would be a great option to have.
  11. It is also quite obvious that if you allow players to select the best team for them and their friends that you will get bandwagoning and imbalanced matches. Whether being limited to selecting the best guild for you is a downgrade vs the current problems is far from obvious.
  12. As far as I know every player has a world/server they selected at account creation or transferred to, so yes, I believe everyone is assigned to a team today. It is certainly possible that the team making algorithm will assign every account a team and maybe they'll do that. It is also possible that they will only assign guilds and individual players that have played wvw - possibly within some set timeframe, and then assign players and/or guilds with no wvw history when they first enter wvw. If they wait until they first play then it opens the possibility of adding them to teams that are currently not performing well. Whether that would be a benefit is hard to predict. As far as I know the current system assigns everyone on a server to a team without regard to playing time. I don't see a reason to conclusively presume that the new system will assign every account to a team at the start of each system.
  13. Can you not just substitute "guild" for "server" and work on organizing your guild, including recruiting players - perhaps especially from your current team, and help with training the guild members? All the results of your efforts with your guild will still be with you after the next round of team making. With up to 500 players per guild there is a lot of room for building up a group, you probably wouldn't be able to work with more than 500 members of your server anyway.
  14. You have a point. But... 😁 Are all 12 million or whatever players going to be assigned to teams regardless of whether they have ever played wvw? If not, will they be assigned a team when they first enter wvw, even if it is mid-season? It is unlikely to be common, but what about a guild made up of players that have never played wvw but have set their wvw guild? Will that guild be assigned to a team at start of season?
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