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It's beautiful in concept, and lots of fun some of the time. However... 1- As expected, the side with the bigger zerg usually wins. 2- As expected, combat is dominated by ranged AoE attackers (elementalists and rangers mainly). Melee are at a severe, crippling disadvantage. 3- As expected, the age old problem of AoE attacks hitting defenders thru solid objects remains (try repairing a keep door). 4- Most egregiously, and again as expected, free server transfers have weakened already weaker worlds by allowing players to transfer onto the very worlds previosuly dominating them. And please, don't try to impress me with the tales of how your small valiant band broke up a larger group this one time. Yes, it happens. More often than not, though, you end up dead when their 20 meet up with your 8. |
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9/06/12 6:59:23 AM#2
Originally posted by WoW_Refugee 1. Yes, as expected. This is what happens. Not every battle is 300 Spartans vs the Persians (although we know how that ended as well) 2. Yes, as expected. But not nearly as bad as in prior games. There are also plenty of other things to do in WvW other than a keep defense and a lot of it doesn't involve sieging. 3. In some cases its fine.. others need work. This is a tweak not an overhaul. 4. Who the hell cares? I personally hate the rotating worlds idea, but it's one benefit is exactly that it makes this "most egregious" offense moot. Lose a lot? you will match up with other losing realms. Win alot? You will end up playing other winning realms.
WvW is what was expected. Since it is only of limited persistence (1 day now.. a week or two later) it's more of just a way to kill some time than DAoC which remains the cream of the crop of RvR games to me.
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator Starvault's reponse to criticism related to having a handful of players as the official "test" team for a supposed MMO: "We've just have another 10ish folk kind enough to voulenteer added tot the test team" (SIC) This explains much about the state of the game :-) |
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9/06/12 7:06:13 AM#3
With 2, on my mesmer I love people spamming mindless aoe at me, it boosts my damage and hurts them more than me.
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9/06/12 7:07:49 AM#4
Still 100045356 times better than bloody wow poopsocking & macroing to win while stuck in a tupperware box pvp
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9/06/12 7:07:58 AM#5
Well I won't come to woo you with my valiant tales of heroism and bravery in the face of unimaginable odds, nor will I sit and tell you that zerging is the bane of all things MMO and that we should expect one on one confrontations to happen frequently in WvW. What I can say is that no matter what you do, no matter where you go or how awesome you think game X or game Y is, there will always be a zerg. Under every rock and troll bridge and around every mountain bend there is a zerg waiting for you. It's not something that tweaking or overhauling a games mechanics can fix. It's something that is just in human nature. What wins a fight? numbers! Sure a king could go challenge another king to a duel and stake his entire kingdom on it, but what happens if he loses? A better option is to simply throw masses upon masses of bodies at his walls until they fall and then send more masses of meat shields raging in to take the kingdom while the king sits at a comfortable distance with his map and chess pieces sipping on his afternoon tea. Zerging happens and the zerg mentality will always be there. When you're out in the WvW maps its war not a survival game. If you think about it those are pretty much the only games where no form of zerging occurs(by players anyway). People split up and go all "lone-wolf" or travel in small packs to survive. In a war, if you want to live you stick with the mass; less chance of being hit by loose mortars. I also wouldn't say that the theatre is dominated by ranged AOE users. The thing is, no one wants to die. I don't like dieing the walk back is just shameful. So most people will hang back and you end up with a stand off of people dropping AOE's until that one poor unlucky sap gets caught out and jumped by the first 20 people that can get a hit in. It's not a mechanics thing it's a people thing. No matter how hard you try this will always be present. So long as people don't want to die you will have zergs ruled by ranged AOE's. Bottom line is: It happens. No overhauls are needed as the experience is the most fun I've had in a while. I think that it will take some time for organization to set in. Once everyone gets past the zerg mentality and starts to think as a unit things will fall into place. I've seen it happen time and time again.
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9/06/12 7:09:06 AM#6
WvW is in paid alpha state. Enjoy your time.
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9/06/12 7:10:34 AM#7
Yes WvW requires an overhaul but not for any of the reasons you stated...... right now on my server its an 8hour que wait to get into wvw and that is just unacceptable.... at least thats how long its been taking me to get in. Dont ever worry about getting in with your guild mates seeing how queing is so long. So what you get is a big zerg that floats around aimlessly with little to no dirrection. And then ppl start complaining about direction and bickering. Last night it took me 6hours to get in.... once i got in wvw i seen people do nothing but argue the whole time about what to do next, where to go, why we are losing/winning i got demotivated and just logged off after waiting all that time to get in. Yes it took me 6hours to just be givin the chance to do the very thing i bought the game for. if i had it my way i would be spending 70% of my time in wvw and 30% of my time doing pve. unfortunatly thats not possible. http://medias.luna-atra.fr/gw2/char_tool/CT_imageGenerator.php?pseudo=Centurion%20Mikal&lang=EN&code=&code=TSwtLDUsLSw2LC0sMjksOSwyMiwyMywyNCwtLDEwMiwzNiw4MSw4NCw4OQ%3D%3D |
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9/06/12 7:12:52 AM#8
I think its just gonna take time for everything to settle down and balance out. I remember in DAoC it used to be zerg vs zerg and just random crap, but after a while you started seeing organized pvp guilds and groups and people using the alliance chat to coordinate attacks. Now i remember being in a huge zerg and us being systematically taken down by a smaller group that was more skilled and better organized. I think gw2 will play out the same way and the tweeks they make will only enhance the experience. Also, gw2 gives you many options, if your getting fed up of your 5 man team being zerged down, go try sPvP. But facts remain, strength in numbers, its like that in all mmo's and in real life warfare as well, it takes good strategy and skill plus mabey a bit of luck to break a zerg but it can be done.
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9/06/12 7:15:59 AM#9
Originally posted by ellobo29 This happens in all games. People in mass pvp situations (especially ones involving capturing and defending realestate) will argue over what to do and where to go. Everyone want's to be a leader and no one wants to follow. This will persist until a big guild comes along and takes the reins. From there they'll simply point fingers in directions and the masses will move accordingly. People complain about direction and no one will ever step forward to point out the direction they so desperately seek.
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9/06/12 7:22:19 AM#10
Thats my point..... if you COULD get your guild in wvw. You WOULD have a method of organization. Ever play planetside? Clans/Guilds provide leadership. I cant ever find one or maybe 2 at the most of my clan mates in wvw cause the freakin ques are so long. In planetside our clan leaders had breaching facilities and storming bases down to a science. Too many cooks will ruin the soup. And thats what happens in map chat. http://medias.luna-atra.fr/gw2/char_tool/CT_imageGenerator.php?pseudo=Centurion%20Mikal&lang=EN&code=&code=TSwtLDUsLSw2LC0sMjksOSwyMiwyMywyNCwtLDEwMiwzNiw4MSw4NCw4OQ%3D%3D |
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9/06/12 7:22:45 AM#11
Originally posted by ShakyMo Good for you as a mesmer, bad for your team mates that are not mesmers who have pain raining down on them. I've done the mindless spamming of AoE, it works, and it works well especially when lots of AoE'ers spam on the same area during bottleneck situations. If I take a little damage back, big deal, I'm doing significant damage to 20+ other people. Honestly though, I don't think AoE damage is out of control. I just think it is a simpler and more intuitive element of the game to perform than it's counter, which are all the defensive shields and shells and such that many classes get that can negate that damage for the whole AoE area if used properly. AoE is easy to do, just spam the button. Defensive measures are harder, you have to react to where the AoE is hitting and if their is AoE everywhere in your area, you may have to choose the best places to have your group place protection spells to protect the most people possible. This requires coordination. But, on second thought, defense should be easier than attacking, and attacking should require more coordination, and since the attackers are more often the recipient of the nasty AoE, they should have to learn to work in those situations. I think as players learn to use their class abilities to the fullest, and learn to work as a team with their server, WvW will become better and more strategic. Right now it's a big zerg fest, but honestly, big zergs work to win each individual fight, but time and time again the zerg keeps moving on leaving no defense of towers or even keeps in many cases, no strategic espionage behind enemy lines to distract the enemy attention, no parties holding supply camps or walking supply caravans, and the team that just zergs wins the battle, but they lose the war. Do not underestimate the power of supplies in this game. Upgraded gates alone are a massive advantage in letting your team move forward instead of just constantly getting the towers behind you retaken. This is a three way war, and defense can be just as important as offense. |
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9/06/12 7:23:13 AM#12
Originally posted by WoW_Refugee Sure, Tell me a game that doesn't generally follow this rule. But there are some great tactics to dealing with this completely. Maybe not for most people that aren't in a very organized alliance though.
Not even close to true. Like at all. I hate to say learn to play, but learn to play.
Doesn't always happen, and in the instances it does it's pretty minor.
...Why does this matter? Servers or "worlds" are ranked and matched. Meaning that even if one server gets weaker, it'll be matched up against other weak servers. Also the free transfers aren't forever. They'll be done soon.
You should really join a guild or something dude. I'll admit WvW isn't nearly as fun if you aren't in one. If you are in one I'd suggest joining a better one. All you're problems will be fixed. |
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Originally posted by MosesZD 1- It's still a problem. 2- I play just fine; my level 6 Necro in WvW makes Guardians and Warriors back away from me cautiously. 3- It's still a problem. 4- It's still a problem. Your middling sarcasm notwithstanding, you brought nothing to the table as far as possible solutions go. Well done. |
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9/06/12 7:26:09 AM#14
Originally posted by WoW_Refugee
"For the Angel of Death spread his wings on the blast, |
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9/06/12 7:28:00 AM#15
The biggest problem with WvW is they copied too much stuff from DAoC but forgot the most important things: realm points, realm ranks, darkness falls, 8man groups(funny how they existed in GW1), long duration CC (so skill > number of people). DAoC RvR worked because the most rewarding thing was killing other players, taking keeps was secondary. Playing in an underpopulated realm was a privilege, not a handicap. Most people who changed realms/servers went to the underpopulated one so they have more enemies (=rps) and less allies to compete with. Keep takes were also more fun because they had bigger consequences (relics, DF), and you didn't have to keep attack all day so you wouldn't get bored of them.
WvW can be saved. All it needs is a rank system(with a small power progression - yes your char should be getting stronger) for enemy kills and not for keep takes/objectives and better optimization in WvW areas and especially big fights. They need to take the focus from objectives to PvP. Then we might see something other than zergs running around. |
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9/06/12 7:28:42 AM#16
Sethius:
As a mesmer I can make my clones boon allies and condition enemies when they die. So when people spam aoe, my weak clones die before any player, booning my allies so they take longer to for and applying all sorts if conditions on the attackers. Other classes have anti-aoe too, e.g. necros. |
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9/06/12 7:33:54 AM#17
Changes I would make to WvW
Open warband system from warhammer (also for pve) Ability to flag your name on Pvp ranking for more COSMETIC rewards e.g. trophies like in warhammer, special emotes you can do before charging in, titles, different skinned siege weapons. Perhaps some way to lock down a map and open up a darkness falls type open pvp dungeon like daoc.(that other servers can lock after and cone clear you out of the dungeon) Not just WvW, but number 1 problem with gw2, let me turn off bloody mouse smoothing. |
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Originally posted by kDeviL |
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9/06/12 7:39:06 AM#19
Originally posted by ShakyMo Yet AoE spam kills the group 9 out of 10 times. I think it is better to use AoE spam when defending and destroy the group. If this changes as Mesmers get smarter, I'll retract that, but right now, AoE spam works. |
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Originally posted by SethiusX AoE spam dominates, actually. |
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