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Espritdumort

Member Since 28 Apr 2012
Offline Last Active Jan 20 2013 01:54 AM

Topics I've Started

Server hopping is still an issue

12 January 2013 - 02:14 AM

To preface; this isn't a QQ thread, but an attempt to provide a representative example of an aspect of WvW that needs some changes still, or at least bring it to the forefront again.

For the last few weeks (maybe four) it has been Gandara vs. Piken Square vs. Augury Rock.

A server limbo due to the even match ups.  Our points have been relatively close, with only a clear victor usually towards the end of the week, and usually not the same.  For all intents and purposes, this is the ideal match-up.

It's not that the point tallies remained even, but a constant tug and pull where one server would dominate for a short while before falling.

Then suddenly:

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I've been present at all Resets, and this has never happened.  Sure, one server would dominate, but not to this severity (and often it was AR).

Why the change?

Server hopping is the largest culprit.  A relatively large guild switched from Gandara to Piken this week, and the effect is demonstrated above. (i'm only aware of one guild, it could have been more, or WvW guilds left the other servers too)

You might think that I'm pointing out the obvious; if a large WvW guild switches, the balance tips and suddenly the server starts leading more. Which is okay, if you couldn't switch servers every week.  

The system needs to be changed so such an imbalance happens less frequently...  so a guild can't hop to one server for a short while, dominate the others, rise in ranks, and when the battles get too tough, drop down to a lower tiered server, and rinse and repeat.  Essentially it's maximizing your return on loot, karma, gold, and experience by easily dominating other servers (a lot more kills and tower caps = more loot, etc...).  You might even suggest it's an exploit if that was the intent of the server change.

The easiest fix, in my opinion, is to institute the Guesting system, and charge for server changes.  Guilds will be less inclined to server hop if they have to pay out of their own pocket.  It won't necessarily stop it, but it would slow it drastically.

I'm from Gandara, and I accept my fate this week, and will battle as best as I can, but I am disappointed in the players and guilds that have taken advantage of the system and hope ArenaNet addresses this.

edit: Sure the new round has barely started, and this could even out over the week (especially since the guild that hopped is not a frequent presence), but you can see the immediate effect it has had, and could potentially have during the entire match if a guild had more of an active presence on the maps.

Fractals of the Mist: Tier or group difficulties to make it easier to find a party

20 November 2012 - 08:57 PM

As more and more people continue with Fractals of the Mist, it is becoming more difficult to find groups (PUGs or Guildmates) of your highest level.  Most are okay with bringing up people one level, maybe two, but most don't want to play 3 or more rounds of fractals just to get to the point  to where you can increase the level at which you can play.  And the higher you go, the more you will see people looking for specific builds/professions and armor to fit strategies, making it even more harder to find a player at your difficulty.

And as the newness of Fractals wheres off, people will play it less, so you are left with the more dedicated players who, in a couple months, will be in the high teens of difficulty levels and you will see far less lower level difficulties.

Here is a screenshot of typical message traffic in Lion's Arch:

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As you can see there is a wide range of levels to which people are "LFG" for.  Some you see repeated over and over again because there are none to find.  We'll ignore the fact that having your dungeon start in LA severely reduces the player base you can pull from as you are competing with people just AFKing, Crafting, Merch'ing, etc...

My suggestion is to allow groups or tiers of level difficulties play together.

Tier 1:
Difficulty Level 1 - 3

Tier 2:
Difficulty Level 4 - 6

Tier 3:
Difficulty Level 7 - 9

If you are a level difficulty 2 then you can play with play with others who are level difficulty 1, 2, or 3.  You play at the max level difficulty of your group, so if you have a four level difficulty 1 players and one L2 player, you'd play at L2.  The difficulty of the levels scale slowly so you would unlikely notice much of a difference.

Another idea is to let players play within a certain range of difficulty levels, allow players to play with others two levels ahead of them.  So the static tier system becomes more dynamic, allowing a group of level 1's, 2's, and 3's to continue to play together as they beat the dungeon rather than exclude people because of tiers.  So in theory a level 10 could play with a level 11 & 12.

Tiering or grouping difficulties will make it far easier to find a group to do Fractals of the Mist.

Player buffer after game updates & server crashes

11 November 2012 - 01:15 AM

When WvW players are booted for a game patch or an unexpected issue, the servers with the fastest and organized initial login groups can take advantage of the lack of opposition to easily take previously well defended Towers or shift the power balance significantly.  Or the unexpected pause can break a well implemented push or attack.

In cases like this, Anet should implement a WvW player buffer and/or timer to give everyone an even chance when WvW becomes available again.  For example WvW is locked out until each side has at least X players queued or Y minutes have gone by (to cover the case of low population servers).  Once either criteria is met, players are able to restart the WvW game and thus mitigate the damage of servers being slower to repopulate the WvW maps.

The weekly resets are different, in case anyone chooses to raise that argument.  The reset happens at the same time every week, so people know it will be unavailable for a short time while servers are given their new opponents and are prepared to re-enter the game.

An example of how these unexpected disconnects can affect the game:

Today the Eternal Battlegrounds area became inaccessible for about 30 minutes for my server (and those we are matched with), while Borderland maps were still available.  

Our server was holding Stonemist at the time and were working on Reinforced Door upgrades with a solid supply line.  We had a significant number of players at the castle repelling invaders.  We were booted and once logged back in, another server rushed our gates and we fell in about 10 minutes.  While a player buffer might not have prevented it, it would have given us the chance to have a significant player base to work with.

While such an implementation may only impact close matches (< 1000 point deltas), it is frustrating to lose a tower / camp / keep because of this.

This isn't the first time this has happened.  Unexpected WvW disconnects have game changing effects on match ups.

Fort Aspenwood: This is why we are losing

02 September 2012 - 09:32 PM

We are losing because so many people are farming the Defend Your Supply Caravan event.  I was in WvW for a couple hours with guildmates and the entire time I'd hear comments on the number of players on the Dolyak, far far from battle.

I took a quick screenshot on my way to battle that doesn't convey the dozens of players who would be streaming out of the cave shortly.

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Is this the new farm now that the other Dolyak escort quest in PvE got "nerfed"?

You can play how you want sure, but the point of World vs. World is not to have dozens of players farming easy XP.  You are taking away slots from people actually wanting to battle!