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All Posts by Gibbonici

All Posts by Gibbonici

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429 posts found

Sounds good so far, but don't all these games this far ahead of release? If it's half as good as Day Z was in the early days I'll probably pick it up, but it's the Day Z standalone I'm really interested in. me understand
PvP « Guild Wars 2
10/03/12 4:28:03 PM

People say it's all down to organised guilds but it's really not. In the end it's a numbers game. Whichever server can raise the most players over every 24 hour period will win, it's as simple as that.


I'm on a relatively small server, we rarely have queues and have no meaningful night coverage which means we get dominated by any server that can attack at night when we can't defend and who can outman us during peak. Actually I say that, but we're starting to get pretty good at being outnumbered and have got to the point where we usually win in standing fights against groups up to twice our own number. There's a knack to it which I think only regularly outnumbered servers will have at this stage and I'm not going to share it here.

This week's match-up was going pretty well for us, we fought from a terrible last place on Saturday to a point where we could push for first place within a couple of days. Trouble is, the currently winning server ran two all-nighters (I think they may have members from another time-zone), capped all four WvW maps and opened up an 80,000 point lead which is unassailable. They may do the same again tonight.

It's down to the way that points are scored and I'm mostly OK with it for now, but I really hate the effect it has on people on our server and on others who get rolled the same way. No one likes losing but losing at times when you can't defend due to real life requirements naturally saps the will to participate in a lot of people, and I don't blame them for losing interest.

Originally posted by sr7olsniper
Originally posted by lilHeala

I wonder why you wonder because in no way x-fire is representative for the mmo community's opinion. In most games where I mentioned to my guilds that I was an xfire the majority didn't even know what it was and those that did were not using it.

If you're an active member in that community I can understand you might want to know how your fellow members think about it, but then you would already know how to find those figures.

What they are look for is trends. Of course Xfire or Raptor are not really representative of the overall community. But they are an somewhat ok pool of people from different ages to give you an overall idea of the game. Mind you that most of the people are playing LoL but also other games are up on the chain and you can use those numbers to relate it to popularity. YOu wont find actual subs numbers but it is evident that if the Xfire or Raptor numbers diminish then you can extrapolate 2 things, either the Xfire community left Gw2 (highly unlikely), or that the game is in deed seeing less people lpaying it. 

Think about how Xfire gathers its data and what it actually measures. Then think about what you said in the orange bit.

Originally posted by krakra70
Just looking at the chart at it's easy to see that gw2's population is shrinking very quickly. And the best is yet to come (MoP).

That's nonsense. All it shows is that players are playing fewer hours. There is no correlation with population at all.

Don't allow transfers to servers your current server is WvWng against. Lock players out of WvW when their server is matched against one they previously transferred from. That should fix the exploits and also stop people transferring to the winning server in a match.

Free server transfers were always a bad idea.
Once every two weeks would be better imo, or at least with a two week WvW lockout.
Originally posted by Telondariel
Originally posted by Nadia

North American Community Team Lead

We want to give you a heads up: Starting with the new WvW rotation tomorrow, we will limit the free World transfer to one transfer every 24h.

This should address some of the unwanted WvW exploits we have seen, while still giving people the opportunity to switch a server to play with their friends.

But, I thought ANet, according to this:

“Although it might be bad sportsmanship, espionage and sabotage are legitimate tactics in any combat based game. We would not consider the use of these tactics to be a violation. Please let us know if you have any further questions.”

from this thread:

..wasn't ANet condoning that behavior?  Now they are changing their tune?




The problem with allowing espionage and sabotage and enabling it through server transfers is that there is nothing you can do about it. In a real war spies can be captured and executed, but in GW2 they're free to stand there listening and reporting to their own server via TS even if their cover is blown.

As far as WvW goes, I'd agree that being level 80 with exotics gives a huge advantage and that as time goes on it'll become more hostile to non-80s as more players reach the cap. I'm level 57 or 58 at the moment but am very active in WvW. I die very, very often if I get caught on my own without any supporting players nearby but it doesn't stop me from WvWing.


The way I see it is that until you're level 80 your main role is support, whether that's reviving fallen allies, laying damage down to help your higher level players, scouting, sentrying or whatever. This is how you learn how to handle your class in a mass-PvP environment and all those deaths are part of that learning process. You can't take dying personally and you can't go into it with the expectation that you're going to win all your fights, because that's not going to happen. Hell, it's not going to happen when you get to 80.


The other thing with WvW is personal kills (or deaths) are never as important as understanding the strategies that are going on and the group tactics that can swing a zerg vs zerg battle. The trick is to know where to put yourself to make the biggest difference for your side and you don't get that simply by dinging 80, you get it through experience.



Originally posted by DiSpLiFF

remember when people said that WvW wasn't instanced pvp? 

Now you know why people complained about lack of open pvp. 

WvW isn't instanced, if it was there wouldn't be any need for queues because when one instance was full another one would be created.





Player pop-in in WvW
PvP « Guild Wars 2
9/13/12 1:11:40 AM

I'm loving WvW, in fact I'm finding it hard to stay in PvE for very long at the moment when I know there's some great fun to be had in the Eternal Battlegrounds.


That said, the one thing that is a constant frustration is how enemy players often don't load in until they're right on top of you chopping you into little bits. It makes tactical play impossible and is wide open for exploiting. I might have missed it but I'm surprised there haven't been more threads about this, as I've heard plenty of people complaining about it in /team and /map.


Which got me wondering, is there some setting or group of settings that others are using to fix this?

The overflow thing makes some sense as you can't join WvW or access the WvW screen when you're in overflow. It wouldn't surprise me at all if it had an effect on queue times too.



Originally posted by Johnie-Marz
Every now an then I meet people I refer to as Evangelical Vegetarians. They are not happy just being Vegetarians themselves, they feel that everyone else must be a vegetarian as well. It is really quite annoying.

Heh, try telling someone you're vegetarian. Anyone, it doesn't matter.

See what happens...

You might just find that it's not just vegetarians who are evangelical about what other people eat.



Anyway, back OT. @OP if you're getting personal emails regarding what you post here, that's a problem and something that you've every right to complain about.

Our server has done very well sometimes and dreadfully at other times. Like last night where we were massively outnumbered by both our enemy servers, yet our Overmind controlled zerg kept throwing itself at Stonemist to get farmed by whichever zerg happened to have the upper hand at the time.

I think we've got a lot of potential but very little organisation at the moment, which is something we're slowly coming to address. There's a few WvW guilds forming at the moment so hopefully some of the DAOC/WW2OL/etc experience that we've got between us will help us pull together. Or the Overmind might be too strong and we continue to throw ourselves willingly and piecemeal onto the AoEs of the enemy ;)



Originally posted by Krytycal

I can't see removing quest hubs being too hard to implement, just remove quests givers and make it so the you automatically get the quests whenever you're close to whatever bandits you need to kill, plants you need to water, or NPCs you need to escort.


TADA! Dynamics events.

You're confusing hearts with dynamic events. They aren't the same thing.

I wish I was getting bored of it. 


Originally posted by wartyxwt

Has anyone else tested the portal bug?

Heard it on another site, supposedly a bug means whenever you teleport (only zone to zone as far as I could tell) it seems to reset your position in the queue. As far as I can tell this is indeed true. Stayed in one zone and got in within about 20mins, while any time I have been zone hopping I've pretty much never got in to WvW.

Needs more testing.

I was wondering about this too. At the weekend me and a mate joined the WvW queue at the same time, I got in in about 10-15 mins, my mate was still waiting 2 hours later and eventually had to log without getting in at all.

Not sure if I zoned during my wait, but my mate was wondering if his zoning was what caused him to not get in when I did or soon after.



Gotta agree.


I was only interested in GW2 from a distance (I don't much like fantasy and I'm close to burnt out on MMOs) and bought it mainly to see how the various systems worked. Turns out it's a really, really good game, and for the first time in a long time it's given me back that sense of wonder that MMOs used to.

I'll be honest and say that I don't know how long it'll keep me interested, could be another week or a month or longer, but for now I'm totally loving it. I like that there's so many things to do, unlike most MMOs in recent years where there's one gimmick and that's your lot, I'm constantly getting sidetracked by vistas, POIs and DEs. Also I love that you get XP for exploring, I think it's the first game in many years that hasn't been designed for Bartle-scale Achiever players above all others.

Originally posted by Bijou


Originally posted by dreamer05
can't adjust to just be given exploration and adventure as my goal.


Yes, this is the problem and you're not alone. Nowadays people play MMOs for powerful rewards instead of just having fun, which is sad, but this is not the players' fault. I blame the developers who make MMOs that are about getting "the best of the best" items. Unfortunately, most people got used to this lame system and if we get an MMO that offers something different like GW2, it will never be good enough for some players. Games should be played for fun, not for OP rewards. (No offence to anyone)!

I totally agree with you, 100%. I've never understood the appeal of games that have to incentivise you to play them. 

Originally posted by Lawlmonster
Originally posted by Eir_S
Originally posted by Lawlmonster

No? I'm not talking about the product staying online, the original fucking Everquest is still online. I'm talking about retaining interest and providing longevity, long term goals to work toward or some hint that this isn't as shallow as the mechanics read on paper. What is there for MMO players who aren't just looking for "fun"?

What are you looking for in a video game if not "fun"?  If you mean a pointless gear grind, there are games with that, and games on the horizon with that.  Is it logical to inherently doubt the success of something because it's different?  I don't know, seems like foggy crystal ballin' to me.

The doubt doesn't stem from the product being different, but rather too much of the same. Also, I play single player games for fun. I play lobby based multiplayer games, or FPS's with friends, if I want to have fun. Fun is fleeting, and it doesn't last. The reason I play MMO's is for the competitive nature of the environment, and knowing that I have something to attain for a long period of time. That doesn't necessarily distill strictly into a gear grind, but could come in the form of territorial control, politics or the economy, and countless other mechanics I'm sure exist but I'm not imaginative enough to come up with. PvE and realm vs. realm simply isn't enough for me, which is why I originally asked the question: where's the longevity, and what mechanics specifically from GW2 do you think gives the product a chance to stay relevant?

All that stuff you play MMOs for could very well develop over time, in fact I'm 100% certain it will on many servers. For a server to rank well on the WvW tables, it needs an organised and effective WvWing community which is where all that other stuff comes in. It could be like DAOC became, where the mechanics of RvR were almost secondary to the planning and organisation that went on behind it. 

Or it might not, it's hard to say at them moment with GW2 only being a couple of weeks old and most of us are still figuring out the basics. Give it a few months and the dynamics will change. One thing though, it's never going to be a personal or guild competition like most other MMOs, all that is to be inter-server - at least for the successful WvW servers anyway.

Originally posted by Psychow
Originally posted by Fendel84M
Ya... It was much more fun having a tank round up the mobs while someone spams heals and everyone else nukes the mobs to death.


Yes it was. Or are you seriously shitting on the way MMO's have played for almost everyone all these years?


If he's not I will. MMOs have been stale for years, and the trinity is one of the reasons why.


EDIT - Heh, just read the rest of the thread. 

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