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9/20/12 1:47:11 PM#21
Originally posted by lerwen
"full aoe speed buffs that last 5sec yup" Why do people who know so little about the game try to pass their misinformation as facts? As a guardian i can provide almost 40 secs of speed buffs every minute or so and elementalist can do even more. So you are dead wrong. |
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9/20/12 1:54:57 PM#22
Jade Quarry = GW2's Yankees... Unfortunately for JQ they are on to us and go 2 on 1 lol. |
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9/20/12 2:05:26 PM#23
Originally posted by Telondariel Leaving in droves? Hahahaha... (looks at the full high servers at noon) yeah droves bro! |
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9/20/12 2:08:28 PM#24
Originally posted by austriacus ok so i have not play a guardian yet. daoc bard speed is much faster and is on all the time but i like EQ bard speed more
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9/20/12 2:13:07 PM#25
JQ is stacked but really what does that mean? Competition I think not, if your on a stacked team and win big freaking deal, if your on a stacked team and lose now that's a different story because you just look like a sucker trying to skate by. All those teams stacked on JQ left you with nothing interesting to do. You could almost take the top and the bottom of the rankings and disregard them. Top two or three just throw them out, and have a real ranking from the rest of the worlds. Your realm up against one of those realms, I would suggest taking a 2 week leave from wvw, let them have it, it will get old after a while and people will move. Want to take out the top server? Your not going to do it in game, you have to fight on othergrounds. Think art of war, think Vietnam war.... Run with it.
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9/20/12 2:28:28 PM#26
After a few weeks WvW just sort of fizzled in the fun department. I'm not the sort that needs rewards to do PvP, fun is usually reward enough. However, when the point eclipses the amount of fun I'm having, and in this case it was a seemingly complete lack of point, then it ceases to be fun anymore. Why? This was the biggest thing that started creaping into my head as I played. Why? What was the point. Realm pride simply isn't enough, and the fact that it's a contained enviroment that doesn't seem to have that great an impact on anything seems to be the big killer for me. Maybe if it wasn't server vs server and self contained I would get it. You would think that with the way that it's set up that when you're not actually doing WvW you would care. Afterall, is that not first and formost one of the effects of WvW? Bonuses for the server. When I'm doing PvE I'm not giving WvW any thought what-so-ever. If my server is winning or losing I could really care less because I never feel any form of impact when not doing WvW. Perhaps a PvE zone that would unlock for the winning server that provides the best PvE farming? Access to merchants, dungeons, craftables, etc. for the server that's winning in the WvW? Something, anything that actually has a tangible, noticable impact on the PvE experience. Lobsided, incredibly. This was something I noticed that took a lot of fun out of it as well. Either you're winning or you're not, and usually winning means your server has more people in the WvW zone then the other servers. I do not think that I've experienced a situation yet were Dragonbrand was either completely dominating whatever map they were winning, or losing horribly. In EVE we call it "good fights" when sides are relatively balanced and winning really comes down to who simply did better, I've not found any of this in WvW yet. It seems, first and foremost, based on whether or not your server has more players in the zone then the other server, and when sides are relatively equal who is actually using seige equipment. Primarilly though, it's just who has the bigger zerg. Map diversity. This was another killer for me. It's supposed to be a world unto itself, but it's not in the slightest. 3 of the 4 maps are identical, even though they're supposed to be seperate areas of the same world. Why did they only make two maps and then use one for three different areas? Really wish they would have made four unique maps for the four different fronts.
It's not bad or awful in any extent, it's just not that engrossing after a few weeks. It just kind of became the place to go when some form of world pvp was desired, or when I wanted to do some nonstructured PvP.
I do have to say this about the review. The extent of WvW doesn't seem suited to a review after only a few days of playing it. Obviously it wasn't Bills fault that he couldn't get into it, but I do wish that the review could have waited a little longer. Reviewing WvW after a week or so is kind of like reviewing any other MMO after only playing it for a week. I really think that something like this could have used a few weeks of play time to review well. For the first week or two WvW was great; I had a blast. It wasn't until after about three weeks that I really started to ask why, and that was around about the time that it started feeling rather shallow and dull to me. I'd really love to hear Bills impression of WvW after he's had about month to really play in it. I have a feeling Bill might actually come away with the same impression that I'm seeing a lot of other people developing, where's the point. |
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9/20/12 3:15:22 PM#27
Gues not many inhere waged war in Eve ? War when did it become even or fair ? Only thing is free transfers should have been disabled before the 1 week long matches started.
My server Far Shiverpeaks went from 2 hours queeu to 6 hours queue in a matter of 4 days :(
Seems evry1 transfers off to winning servers -_- http://speedtest.net/result/2112016336.png |
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9/20/12 3:58:25 PM#28
Originally posted by Mothanos I don't get this either. I've yet to see a single MMO offer free transfers in an effort to even out populations and actually have it work as intended. They should have put in a requirement that if you're moving from server A you have to go to either server B and C, and then locked any transfers to servers that they wanted people to move off of. Especially when they intend to charge for server transfers. When have players ever done what a developer actually expects them to do? Kind of like the way that a lot of players won't report an exploit they find during testing if they can use it after release to gain an advantage. Yet developers still rely on players to test their game to find these things, and then people wonder why so many bugs and exploits make it into the released games. |
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9/20/12 4:19:48 PM#29
I'm on hence of denravi win my guild, and we VERY MUCH like face rolling JQ and Storm Bluff :)
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9/20/12 5:27:24 PM#30
I have played WvW at different times and for long length of time, but I feel like a few posters here... I just don't feel the fun, satisfaction is lacking, and server impact and pride just not a major deal. When I am exploring the pve world therw is no relevent evidence of any change to my server from the pvp war raging. When I am in WvW it just feels like one big zerg from base to base then lose said bases to just zerg bases all over again. After a few days of trying to grasp the WvW concept I have resigned to pve exploring. In other games and especially WoW and Rift I have been a huge pvper. I was excited for a large scale world to pvp, but there just isn't enough gratification right now in WvW to draw me back in everyday to play it. For this player something is missing that leaves me saying "Is that all?" Blank-man |
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9/20/12 6:15:11 PM#31
Originally posted by Uhwop I agree with you. I made a comment above saying people are leaving in droves (perhaps a slight exaggeration at this point in time but people are leaving regardless) because they've realised that after a while, the game lacks substance. While people ARE leaving in boredom, ANet should be listening to the common themes of WHY they are leaving. You don't get too many opportunities to improve something, and if they can include some deeper, meaningful levels of character progression and tweak WvW to make it rewarding past the "fun" factor (that wears thin after a while) then people will work to achieve those goals. |
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9/21/12 12:17:05 AM#32
Based on my experiences and fun being had in the PvE part of the game, I haven't even thought about PvP which is my preferred playing environment. I messed around a bit in beta and thought it was very cool. Especially side battles like killing the enemy's baggage train etc. One thing I do look for in PvP is real consequence and not minor buffs. Be great to see Anet implement something game changing. e.g. new vendors open up to the winning side, winning side get a new mix of DE's that drop better gear, Losing side has a price rise... something that makes everyone on the server go 'damn! that's good, or damn! that's harsh'. It would generate a great feeling when you win and make you want to hit back twice as hard if you lose |
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9/21/12 12:38:45 AM#33
Funny to see how so many MMO players need some kind of reward at the end of the road for doing something and if they don't get it, they don't see the purpose of doing it or don't see the purpose of doing it for too long. Can't you guys just play to have fun? This mindset is one of the worst thing that happen to gaming for the past 10+ years. Games have been dumbed down because of this, a progression process inserted for the casuals noobs to feel good because they unlock/looted some stupid rewards. You nearly can't even play a game that has everything unlocked/ready to use from the start, always the need of stupid nonsense crap of progression. Nowadays every single games created nearly ALWAYS have some kind of progress and this is pretty stupid if you ask me.
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9/21/12 12:41:02 AM#34
... cant delete srry :S
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9/21/12 12:58:42 AM#35
Originally posted by SirFubar I don't think it's just mmorpgs. Look at how fps games have evolved, where you get tiered content to unlock, levels and points to spend on various things. Fps of old was just about grabbing the game and shooting stuff, today it's equaly as important to set a path of progression, sometimes meaningless (since you constantly reset it). In the end I think it comes down to choice. If both gamestyles are covered by the market, a big portion of the games crowd will be pleased, although they may not like the individual choices.
Originally posted by chryses I'm afraid you are describing something ideal that does not exist. What is actually happening is people hop to the winning servers at the slightest sign of trouble. There is no incentive to support your server the way you describe it, when you can just transfer in a second, pick whatever you want from the winning side and then return back to your friends if you so wish (although usually people end up sticking with the FOTM server). Originally posted by sookster54 You get these absurd queue times because the people from the other two servers don't consolidate their forces and fight back, they just transfer to your server. Expect the queues to get worse, since the majority of the WvW interested crowd of the third server will move the second it becomes apparent who the main server is. Your queue times will obviously go up, because these people are extremely interested in WvW in the first place. You'll also get all the people from the second server that don't want to put much effort. On the next match up, the former first server may end up doing much worse than before, simply because all those transfers have dilluted the good quality of the former WvW force, which will incite a fresh wave of transfers.
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9/21/12 1:14:51 AM#36
WvW has become rather boring, mostly because Ehmry Bay seems to be in total domination and finding opponents to fight is becoming difficult at times. Didn't record the exact score, but for the last few days we have held all but 6-7 of the camps continuously. Something like 370,000:400:600 last I looked. |
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9/21/12 1:15:59 AM#37
Originally posted by ZeGerman Most organised groups use voice communication software outside the game, so there is usually nothing in Anet's log to verify that somebody is a spy. The only way to limit the problem somewhat would be to put some cooldown timer in transfers (like most Korean mmorpgs do, westerners need to learn a lot from the design of those games, they are way better suited for PvP in terms of rules and regulations). Even that however would not solve the issue of somebody buying a second box and planting a character in the opposite server battleground. Originally posted by mCalvert
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9/21/12 1:40:35 AM#38
I just wat to point out that keeps can be upgraded to have waypoints, but it's a big investment gold wise, needs a lot of resources and you obviously lose everything if the keep is taken down. So people place those kind of upgrades only on servers that have 24/7 presence, because only these servers can safeguard them.
On another sidenote, one thing you can do to really screw up your server (and people do it a lot) is take supplies from the keeps. Keep workers (NPCs) use those supplies to upgrade the keeps and since only dolyaks can transfer those supplies and not players, if you take them, you deny keep upgrades, making them easier for the enemy to take. Supply camps on the other hand have infinite supplies and are only a few second away from keeps. Yet people are either ignorant or lazy and don't bother going there to restock. |
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9/21/12 2:41:58 AM#39
On MMORPG.com we used to have a few previews, then a post launch review. Then we got a two reviews after launch. I am wondering when the next AAA title gets released if we are going to have a Review of the Day, each day until they finally decided to do a post launch review! “Server Transfers being free are a big part of this problem.” I should not by surprised but I am. This is a problem identified in may other MMO’s, Aion being a case in point. It has been a diaster for MMO’s before, why invite that disaster again? |
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9/21/12 5:17:48 AM#40
Originally posted by banshe13
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