Jump to content

  • Curse Sites
Help
Rate Article   * * * * * 1 votes

Posted Image


It's time for the Guru's State of the Game sPvP, a monthly stream focusing on the sPvP aspects of Guild Wars 2.  

Who will be attending?
We're joined by players from top competitive teams (and occasionally by a developer... or two) with the hopes of generating genuine and constructive discussion regarding the current state of the game.

This time around we'll be joined by ArenaNet Developers Tyler Bearce,  Karl McLain, and Jonathan "Chaplan" Sharp.

General Information:
Host: Grouch
Date/Time: March 14th. 12PM PST (7PM GMT)
Duration: Around one hour.
Special Guests: ArenaNet Developers Jonathan Sharp, Tyler Bearce, Karl McLain
Players Participating: Xeph from Team Paradigm (EU) and Nero from Jesus Beat Us Once (NA)
Where: You can find us at Twitch.tv/guildwars2guru

For any updates, make sure to follow us on Facebook (GW2Guru), Twitter (GW2Guru) and Anook (GW2Guru). Also make sure to check out the Youtube (GW2Guru) to view previous episodes.

If you have any questions or comments regarding the show, feel free to respond to this thread or send an email at sotg@guildwarsguru.net.
Posted in: News

Comments

#1 Vorch

Vorch

    Sylvari Specialist

  • Members
  • 986 posts

Posted 02 March 2013 - 04:43 AM

1. At the beginning of the game, gear was gated by a player's amount of effort and skill. Players could earn BiS gear by doing dungeon runs, gathering/crafting, or utilizing karma. It now appears that ascended gear is going to break that trend and only be obtained by doing select activities and capping the rewards over a given time. This is evidenced through the laurel system, the merit system, and the FotM system (though you CAN do multiple dailies with FotM).[u][b] Will we be seeing all of this tier of gear locked behind time gates?[/b][/u]


2. The sheer amount of currencies in this game is quickly getting out of hand. Off the top of my head, I can list gold, gems, karma, dungeon tokens (8 kinds), badges of honor, relics, pristine relics, laurels, and merits. [b][u]Will you be adding MORE currencies and will you allow BiS gear to be purchased on all or most currencies?[/u][/b]

3. During beta, we saw dance vendors. During the wintersday festival, we saw choir bells. [b][u]Will there be more dances and instruments made available?[/u][/b]

4. Housing. Both personal and guild wide. Talk about it.

5. Do you have any other PvP modes in mind?

#2 Featherman

Featherman

    Sylvari Specialist

  • Members
  • 625 posts

Posted 02 March 2013 - 04:49 AM

[size=4][quote name='Vorch' timestamp='1362199430' post='2173564'][/size]
1. At the beginning of the game, gear was gated by a player's amount of effort and skill. Players could earn BiS gear by doing dungeon runs, gathering/crafting, or utilizing karma. It now appears that ascended gear is going to break that trend and only be obtained by doing select activities and capping the rewards over a given time. This is evidenced through the laurel system, the merit system, and the FotM system (though you CAN do multiple dailies with FotM).[u][b] Will we be seeing all of this tier of gear locked behind time gates?[/b][/u]


2. The sheer amount of currencies in this game is quickly getting out of hand. Off the top of my head, I can list gold, gems, karma, dungeon tokens (8 kinds), badges of honor, relics, pristine relics, laurels, and merits. [b][u]Will you be adding MORE currencies and will you allow BiS gear to be purchased on all or most currencies?[/u][/b]

3. During beta, we saw dance vendors. During the wintersday festival, we saw choir bells. [b][u]Will there be more dances and instruments made available?[/u][/b]

4. Housing. Both personal and guild wide. Talk about it.
[/quote]

I'd love hear to these questions answered too, but I think this SotG is about sPvP, not PvE :(

#3 Kovares

Kovares

    Asuran Acolyte

  • Members
  • 107 posts

Posted 02 March 2013 - 12:39 PM

Colin acknowledged in a recent interview that at the moment, there are far too numerous essentially worthless traits in the tree (stuff like apply a random boon on interrupt as a grandmaster trait...), and that this effectively restricts viable build options a whole lot - thiefs play burst, guards play bunker and rangers don't play at all...

Despite this, in the last patch, that was originally supposed to be "the big pvp patch", there were very little, and only very slight adjustments to some of the more used skills/traits, while many of them are completely ignored by knowledgeable players in all areas, and some more traits that have been more or less broken since launch.

Officially, we know anets position to be "don't make knee-jerk fixes, but little ones, and let the meta adjust over time", but this stance doesn't seem justified when there is a completely stale meta and most of the abilities we have don't even work/are not worth using at all. So how do you plan to address that?

#4 Mayra Venia

Mayra Venia

    Fahrar Cub

  • Members
  • 30 posts

Posted 02 March 2013 - 05:58 PM

Really looking forwad to this episode!

#5 Kenshin

Kenshin

    Pale Tree Seedling

  • Members
  • 4 posts

Posted 02 March 2013 - 11:53 PM

It would be nice if you could ask devs how or if are they planing to nerf/redesign time warp. I would love if they would just take it out of the game completely and design new elite skill for mesmer. In fact I would love to see quickness in form of utility skill taken away from all professions but warriors.

In the last episode I think devs said that while they were deciding what mode to choose for pvp they looked at statistics for all of them and which was played the most. So what were those other modes beside cap points?

Since the last patch was supposed to be "the big pvp" patch and well it kinda wasn't. Can we expect a bit more skill changes/maybe trait changes in march patch?

#6 scaur

scaur

    Fahrar Cub

  • Members
  • 30 posts

Posted 03 March 2013 - 04:20 AM

[quote name='Kenshin' timestamp='1362268417' post='2173840']
It would be nice if you could ask devs how or if are they planing to nerf/redesign time warp. I would love if they would just take it out of the game completely and design new elite skill for mesmer. In fact I would love to see quickness in form of utility skill taken away from all professions but warriors.

In the last episode I think devs said that while they were deciding what mode to choose for pvp they looked at statistics for all of them and which was played the most. So what were those other modes beside cap points?

Since the last patch was supposed to be "the big pvp" patch and well it kinda wasn't. Can we expect a bit more skill changes/maybe trait changes in march patch?
[/quote]

but without quickness, you cannot take out bunker

#7 Kenshin

Kenshin

    Pale Tree Seedling

  • Members
  • 4 posts

Posted 03 March 2013 - 08:56 AM

lol ofcourse you can

#8 LifeScarcity

LifeScarcity

    Fahrar Cub

  • Members
  • 24 posts

Posted 03 March 2013 - 09:23 AM

Any plans to hire more personnel because patches doesn't please the majority of loyal spvp community.

#9 Nef

Nef

    Fahrar Cub

  • Members
  • 13 posts

Posted 03 March 2013 - 10:56 AM

What are the priorities on their todo list regarding leaderboard, custom arenas and spectator mode ? How close are these to be implemented ?

What's the point in having 2 separate ratings for single round and 3 round tournaments ?

Any plans to make the 3 round tournaments more attractive (better rewards...) ?

#10 Omega X

Omega X

    Vanguard Scout

  • Members
  • 236 posts

Posted 03 March 2013 - 01:05 PM

[quote name='Kovares' timestamp='1362227972' post='2173649']

Despite this, in the last patch, that was originally supposed to be "the big pvp patch", there were very little, and only very slight adjustments to some of the more used skills/traits, while many of them are completely ignored by knowledgeable players in all areas, and some more traits that have been more or less broken since launch.

[/quote]

Wait. I thought it was the WubVWub patch? Everyone tells me that WubVWub isn't PvP.

#11 Lordkrall

Lordkrall

    Vigil Crusader

  • Members
  • 4764 posts

Posted 03 March 2013 - 01:11 PM

[quote name='LifeScarcity' timestamp='1362302596' post='2173978']
Any plans to hire more personnel because patches doesn't please the majority of loyal spvp community.
[/quote]

They can't just go and hire more personnel just like that though.
They need to have a good reason and they need to be able to make use of them for more than a few months. What if they hire 5 new developers and in 2 months time all the "issues" with sPvP have been solved? What would these 5 new developers do then?

Another thing to keep in mind is the fact that hiring people cost money, while sPvP don't really give ANY money at all back. So any hires done specifically for sPvP will be a loss, when it comes to money.

#12 LifeScarcity

LifeScarcity

    Fahrar Cub

  • Members
  • 24 posts

Posted 04 March 2013 - 12:50 PM

[quote name='Lordkrall' timestamp='1362316307' post='2174032']
They can't just go and hire more personnel just like that though.
They need to have a good reason and they need to be able to make use of them for more than a few months. What if they hire 5 new developers and in 2 months time all the "issues" with sPvP have been solved? What would these 5 new developers do then?

Another thing to keep in mind is the fact that hiring people cost money, while sPvP don't really give ANY money at all back. So any hires done specifically for sPvP will be a loss, when it comes to money.
[/quote]

Can't agree more.However,since the progression is rather slow they must do something to reverse it.
There is already money loss in PVP and it's constantly rising.
Their mentality seems like they will bring the "Big pvp patch" and everyone who left will come back.I doubt it will work that way.On top of that 6 months is plenty time.

#13 Jump_N_Move

Jump_N_Move

    Vanguard Scout

  • Members
  • 158 posts

Posted 05 March 2013 - 06:07 PM

When they do their job, they are released. Like all contract work.

The problems with sPvP can't readily just be solved either. There's two problems: lack of combat depth and lack of features. Features: leader, custom servers, custom game types, etc., those are products of neglect and lack of design time due to lack of foresight and planning when this game was released _WAY_ too early. But those can be fixed with man hours. The former problem cuts even deeper, but there's still avenues to explore to give the game more depth, more weapons/skills and de-linking major traits from set lines/reworking traits as a whole are the two easiest ways to give this game more depth.

The real question is: can sPvP be saved? We are past the 6 month mark, and the state of sPvP is abysmal and largely unchanged since release. Population numbers definitely aren't rising, and the current active population isn't even a 1/4 of what it was during the first month of release. All these little patches and changes are nice to appease the fans that stayed, but its not gaining the game anything as a whole, its just keeping the status quo. A status quo that is already unsatisfactory for alot of players. A game changer is needed or this game will just continue to falling to its slow death.

#14 Gilles VI

Gilles VI

    Golem Rider

  • Members
  • 2854 posts

Posted 14 March 2013 - 04:26 PM

[quote name='Kovares' timestamp='1362227972' post='2173649']
and rangers don't play at all...

[/quote]

Just wanted to reply to this.

Currently with the bunker guardian build, rangers are one of the strongest capture point professions.
Their damage, quickness and conditions just own pretty much any guardian.. :)

[quote name='Jump_N_Move' timestamp='1362506835' post='2175112']
The real question is: can sPvP be saved? We are past the 6 month mark, and the state of sPvP is abysmal and largely unchanged since release. Population numbers definitely aren't rising, and the current active population isn't even a 1/4 of what it was during the first month of release. All these little patches and changes are nice to appease the fans that stayed, but its not gaining the game anything as a whole, its just keeping the status quo. A status quo that is already unsatisfactory for alot of players. A game changer is needed or this game will just continue to falling to its slow death.
[/quote]

And yet GW2 claims that after the natural drop-of couple of week safter launch, the daily log-in numbers are rising since, ofcourse you don't have to believe them. But I'd say the time needed to get out of overflow LA defenitely got longer over the last 3 months.

#15 El Duderino

El Duderino

    Seraph Guardian

  • Members
  • 1108 posts

Posted 14 March 2013 - 05:13 PM

[quote name='Gilles VI' timestamp='1363278364' post='2179253']
And yet GW2 claims that after the natural drop-of couple of week safter launch, the daily log-in numbers are rising since, ofcourse you don't have to believe them. But I'd say the time needed to get out of overflow LA defenitely got longer over the last 3 months.
[/quote]

Just some quick math not using real number, rather hypothetical since we don't know them anyway.

If 100 people joined the game in the first week and 80 of them left. And since then 5 more joined. It would still be 1/4 of the original population. Since we don't know the numbers, it could certainly be true that whether they have been gaining people back or not, it still isn't 1/4 of the original populations.

Math rules!

Now my question:

How has the lack of direct damage mitigation hindered the attempt to make viable objectives outside of capture points? What is being done to resolve this?

#16 Gilles VI

Gilles VI

    Golem Rider

  • Members
  • 2854 posts

Posted 15 March 2013 - 06:30 PM

[quote name='El Duderino' timestamp='1363281236' post='2179292']
Just some quick math not using real number, rather hypothetical since we don't know them anyway.

If 100 people joined the game in the first week and 80 of them left. And since then 5 more joined. It would still be 1/4 of the original population. Since we don't know the numbers, it could certainly be true that whether they have been gaining people back or not, it still isn't 1/4 of the original populations.

Math rules!
[/quote]

Thing is, if we believe Anet, it's not like that.

#17 El Duderino

El Duderino

    Seraph Guardian

  • Members
  • 1108 posts

Posted 15 March 2013 - 06:39 PM

[quote name='Gilles VI' timestamp='1363372227' post='2179709']
Thing is, if we believe Anet, it's not like that.
[/quote]

Why?

They said they had the normal drop off (we don't know what that number is) and that, once they established their baseline (or whatever they call it) that number has grown since.

No where have they said that the game has more people playing it now than when the game first launched or how many people left or what the baseline is -  just that the numbers have increased from the baseline after the initial drop off.

#18 TastySlop

TastySlop

    Asuran Acolyte

  • Members
  • 91 posts

Posted 15 March 2013 - 06:55 PM

[quote name='Gilles VI' timestamp='1363278364' post='2179253']
But I'd say the time needed to get out of overflow LA defenitely got longer over the last 3 months.
[/quote]
There hasn't been an overflow on Jade Quarry for LA for a while. Only get overflows for the chest events now.

#19 Gilles VI

Gilles VI

    Golem Rider

  • Members
  • 2854 posts

Posted 15 March 2013 - 07:15 PM

[quote name='TastySlop' timestamp='1363373723' post='2179720']
There hasn't been an overflow on Jade Quarry for LA for a while. Only get overflows for the chest events now.
[/quote]

On Far Shiverpeaks there is a overflow every day from 10am till 1am or something. :)

#20 Jump_N_Move

Jump_N_Move

    Vanguard Scout

  • Members
  • 158 posts

Posted 15 March 2013 - 08:57 PM

Yea if anything my time for overflows queues have drastically decreased, so much in fact that I get into LA AND WvW on the first try currently (Crystal Desert). Also whatever idiot designed the server/world system did this game no favors. Basing server population openness, FULL or HIGH, on accounts registered to that server was just stupid. As was underestimating/limiting the amount of players in a current server instance. The launch day amount of overflows was indicative of that. As well purely linking WvW affiliation with a set server was a bad idea. WvW affliation should of been more PvE based/name plate only, similar to that of Factions in GW1. This would have solved all the server balance issues due to massive WvW guild swapping. In a round about way they achieved this through guesting and paid server transfers. Although they could of spared everyone the trouble and just went with hotswappable servers, aka districts, from the start and made you pay for allegiance to a certain world.

But because of those things actual server population statistics are non-existant. Sure more people could be filing into the lower populated servers but they do nothing to balance the daily loads seen on individual servers, which is where the metric is the most important.