The problem lied and lies within their formula. As long as server can lose points while winning the match and other server gain points while losing the match up (that happens if the point disparity gets to big) nothing is going to happen as it should. Before the change one high score server could dominate the first bracket for weeks without the other servers dumping down in brackets because they lose no points (maybe even get some). After the change highscore server dominate lower brackets even more (to the point where it's not even funny anymore) and may lose a lot of points for that. On the other hand low score server get bumped up way to high in brackets and get smashed but gain 70k ranking points or something ridiculous like that.
Imho they have to change it back to the old system and rework their formula.
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Miragee
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In Topic: New Matchup System
10 June 2013 - 06:20 PM
In Topic: WvW Titles
10 June 2013 - 06:02 PM
I made a suggestion on this (and to rename the titles as say sound horrible compared to the correlated achievement name) on the official forums a few month ago but it got ignored all the way.
Maybe someone else has more success.
In Topic: The GW2 Holy Trinity
09 June 2013 - 08:28 AM
Kaaboose, on 03 June 2013 - 10:42 PM, said:
I really thought in early development this is where they were going. Pure DPS builds were quite difficult to get right. Just have a look at some of the ovler videos like the "Swift arrow Skill point."
Since they did a pretty good job with the learning curve in GW1 when stuff in GW2 started getting easier I figured that Anet was just making the easier stuff more asseciable to newer plays and we'd see a return to the older style of play in the higher up zones.
However it seems that lack of challenge is exactly what many of the GW2 playerbase actually want, but I don't see why they can't have a similar setup like the one ing GW1 that you covered in your post.
Since they did a pretty good job with the learning curve in GW1 when stuff in GW2 started getting easier I figured that Anet was just making the easier stuff more asseciable to newer plays and we'd see a return to the older style of play in the higher up zones.
However it seems that lack of challenge is exactly what many of the GW2 playerbase actually want, but I don't see why they can't have a similar setup like the one ing GW1 that you covered in your post.
The sad thing is: In the first place they want a casual game, everything easy accessable regardless of skill, build or group composition. Casuals are the far greater player group today so from the standpoint of a money making company it's the "right way" in the first place. For gamers it's just sad (and the reason why more and more hope is spend into kickstarter projects and such). But Anet didn't stand true to this. Criers made enough pressure to bring some content that is not completly casual: fractals. But they didn't take the approach of gw1 but of all other mmo's and made it gear gated instead of build and skill gated.
After seeing all the decisions and reading a lot of interviews and AMA's I think they didn't like the core systems they did in gw1. They want to appeal to a wider mass of players including the mass of mmo players while including a lot of casuals for money. And they certainly don't want to take any ideas from gw1 (which has so many awesome ideas in fact - though some may not be polished) as they call it limited everytime they speak about it. As much as we see the opportunities to make this game a mentionable successor (in the current state I don't think it is possible to change it enough to beat gw1 unless remade completly) but I don't think anet will take any of this opportunities no matter if they know or don't know of them.
Galphar, on 05 June 2013 - 06:38 PM, said:
I agree 100%. Hopefully this thread will get the Devs attention and we can see some much needed improvements to the game.
Funny how this thing is about "if there is ONE thing" and everyone is posting a big list of things.
I posted my place one that is in fact to things: Skillsystem (and everything involved with it) and Story.
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