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Djamonja.6453

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Posts posted by Djamonja.6453

  1. @"Knighthonor.4061" said:What I don't understand is how will this Alliance system adjust on the fly between resets. Let's say something happens and the alliance I am on, it's top guild stops playing the game for another game before reset hits. How will Alliances adjust for that before server reset period can reorganize the Alliance build?

    Well if they are nice they won't select a "WvW" guild and will just be put into a random world. No system is going to be perfect, there's always going to be people leaving and joining/coming back to the game that affect population.

  2. Every pairing other than the BG one has suffered. Anet is not going to do manual pairings, they've just got some basic automatic one that gives every server an activity number, then links the 24 servers together to make the activity numbers for each pairing as close as possible. It works fairly badly since it doesn't take into account coverage, and hasn't reduced the NA matchups to 3 tiers.

  3. I agree with reducing the tiers from 4 to 3, however I think deleting the link servers and moving everyone to the 9 "biggest" host servers would be problematic. First it would alienate a lot of long time WvW players who would probably just stop playing if they were suddenly stuck playing for a new server. But more significantly, what happens if one of those 9 servers, or 3 or 4 of them starts hemorrhaging players a month or two after the removal of links? It would be similar to what is happening now on some links, but without any hope for the next relinking to balance things a bit. Transfers are questionable with just 9 servers, IMO -- would you make a smaller host server medium or high so people could still move to a new server if they needed to? Would that cause a problem if one of the stronger new hosts got bandwagoned because it went open for 2 days one week? (and it would happen just like it has happened in the current system).

    Anyway, basically I just think reducing the tiers to 3 is the simplest bandaid for WvW right now. Removing links and deleting servers is much more complex and would require a lot more work on Anet's part (thousands of development hours).

  4. YB isn't full at the moment btw, only BG, FA and SF are. I'm pretty sure whatever algorithm Anet uses to determine whether a server is full or not is based off total player hours divided by 24 (the total number of servers on NA). If your server has 5% of the total player hours, server is flagged Full, 4% -- Very High, 3% -- high, 2% -- Medium. Approximately anyway.

  5. @Dayra.7405 said:

    The only solution to this is: Reanimate EotM (which can adapt the number of parallel played maps), add EB to it and shut-down WvW (as WvW has always 4 maps per tier at every time, 2h a day full, 22h a day empty).Reducing the number of tiers to say 1-2, may help a bit as well, but at the cost of queues-from-hell in primetime, as peole tend to spread of into of-time, when primetime has mega-queue.

    I think at least half the WvW player-base would quit if Anet replaced the WvW maps with EoTM. You can't just add maps as one side gets more players because what if the other side doesn't have more players? Are you just going to create an instance with one side having 30 players and the other side having zero?

  6. When you really dig down, transfers are not the core problem, they are how a portion of the WvW player-base responds to the problem. The core problem is that there are not enough players across most timezones to balance out the matchups in every tier. I think the best solution on the NA servers is probably to reduce the tiers from 4 to 3 (there are rarely queues outside of reset nowdays). But I don't know if Anet sees that as a positive move.

  7. WvW is basically designed to be similar to Dark Age of Camelot (DAoC), a three sided battle on multiple maps. Alterac Valley is not WvW, it's just a big 40v40 battleground -- two sides, not three and only on one instanced map. Each side did not split into 2 groups, it was just two zergs smashing into each other until one pushed the other back and overwhelmed the other side (30-40 would barely be considered a zerg now, but that's another topic). People really do split up into smaller groups in WvW to be effective, but as someone else pointed out, the population has a hard time sustaining it -- often times there is no tag on any map, and maybe just a handful of roamers in certain timezones. The game-mode is sort of designed with a decent amount of players being online, multiple tags on different maps, some attacking, some defending, but instead you often get one side with 40, and 5-10 people defending.

  8. Some activity numbers (kills+deaths) for select NA servers:

    1. Northern Shiverpeaks - Tier 4 NA 89914
    2. Anvil Rock - Tier 2 NA 86364
    3. Crystal Desert - Tier 2 NA 71666
    4. Ferguson's Crossing - Tier 2 NA 70587
    5. Yak's Bend - Tier 4 NA 70527
    6. Henge of Denravi - Tier 3 NA 69764
    7. Stormbluff Isle - Tier 3 NA 65747
    8. Tarnished Coast - Tier 3 NA 65482
    9. Blackgate - Tier 1 NA 64852
    10. Sea of Sorrows - Tier 1 NA 64734
    11. Fort Aspenwood - Tier 1 NA 59446
    12. Dragonbrand - Tier 4 NA 49896

    Tier 1 has literally the least activity of any tier, so most servers prefer to bounce around tier 2-3 (tier 4 is kind of bad since DB needs a bigger link). This thread was probably going to get locked eventually even if I didn't make this post :expressionless:

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