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subversiontwo.7501

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Everything posted by subversiontwo.7501

  1. > @"Super Hayes.6890" said: > Maybe we should ask Mike for an update... ![](https://i.imgur.com/HqtASRy.png "") This is almost like communicating with ghosts of christmases past.
  2. > @"Super Hayes.6890" said: > > @"Calisanna.8732" said: > > Oof - Body is 7 characters too short. > > Yeah the part that says, "4 years ago" hit like a bunch of pre-nerf HoT builds.... ? I think it's due time for another history lesson, don't you? ![](https://i.imgur.com/JVnyhKn.png "")
  3. > @"Super Hayes.6890" said: > > @"Kylden Ar.3724" said: > > > @"Super Hayes.6890" said: > > > > @"Dawdler.8521" said: > > > > > @"K THEN.5162" said: > > > > > > @"primatos.5413" said: > > > > > > Canwehaveanupdatetotheupdatepls?kkthxbb o7 > > > > > > > > > > You can't spell "**N**o Upd**ate**" without "anet" > > > > That spells Nate. > > > > > > > > > > ?‍♂️ > > > > Well, it does. Also, > > > > # Alliances When!? > > I can't argue. You have a point. > > #Alliances When!!! ![](https://i.imgur.com/8BFgnJx.png "") ![](https://i.imgur.com/X243hEG.png "")
  4. https://clips.twitch.tv/AdventurousFrailHorseradishMau5 What balance patch? The systems team has kidnapped our lone boy and have new balance-riddled elite specs to sell xpacs to work on, same as the last two times. The HoT meta at least landed in something good after a while. The PoF meta has arguably never really settled into something good. It has improved but it has ways to go that are highly unlikely to come before EoD now. Given the time left it may sadly even be the "right" move in a sense, looking at where we stand today. That still doesn't reflect well upon the general practise or on PoF era as a whole.
  5. They don't care enough to either fix issues or manage the community properly anyway, so you can probably do whatever you like to garner some attention. Just a few weeks back half the public squad I was in kept jumping into an objective. Mind you, the squad took the objective the old fashioned way by ramming the gates but people got bored waiting for the gates to drop so they mounted in- and out of the objective typing "lol Anet". How long has the Warclaw been out now? WvW isn't even in maintenence mode anymore :/ Last stream they mentioned that Cal had been whisked away to work on the systems team. It isn't jaw-dropping to learn that devs move between teams based on needs (or that a dev that at least manage to facilitate change gets more responsibilities, especially given the productivity issues that linger), however, all of us here bitterly knows that while resources are taken from the competetive team quite regularily they are hardly ever added to, to actually deliver on the systems we wait for. Assuming good things were to come from competetive in the xpac we would assume that the competetive team would be busy with some crunch too. Shifting resources is somewhat normal but just taking things from the basement crew sends signals and has consequences.
  6. > @"kash.9213" said: > I'm a broken record but they should open an open world pvp version of the megaserver. Guilds can claim a lot of structures which could effect crops and node collection or something and could form alliances to defend and capture. There could even be yak supply lines that roamers could hit up or escort. It would probably be a mess but it would be something to mess around in seeing as how I've given up waiting in line on like the last three reset nights. Plus I really like the aesthetic and music from a lot of the story and expansion stuff that WvW is mostly cut off from for some reason and the megaserver has no sort of npc announcements or world object interaction that tells anything about WvW mode. That last story map kinda makes a connection but I still feel cut off from the rest of the game most of the time. I may be misunderstanding you now, but I assume that you mean implementing a copy of the PvE world and then apply PvP physics to it? While nothing is impossible that sounds like a very large undertaking for real. Not only are there alot of assets to juggle making the scope and scale grand in a way that Anet has commented on having trouble with and wanting to avoid in the past but it also comes with alot of back-end re-wiring which they have also had alot of issues with. What me and some other people through the years have been advocating has similar issues with rewiring but it is actually on a much, much smaller scale to where it is less of an issue in theory and more of an issue in priority or practise at the studio. Putting WvW physics on a copy of a large amount of PvE maps is a large undertaking even in theory. Piecing together already existing WvW tech in better ways is a much simpler undertaking in theory. It would be something as simple as just reskinning EotM or repurposing the space and access held by OS and getting overflow tech into it as well as in other discussions (not about ownership permanence) using that kind of backend to affect overall population balance, queueing, map-management and scoring by simply letting players hop overflows but only award server score from live balanced maps (of any scale). Think of it like the Labyrinth farm now that we have just had the Halloween events. There are multiple copies of the same map based on player needs and hopping. WvW could essentially be an EBG-style map in the same sense. Players and groups could then freely hop maps to match up and choose whether to join something big (if you want BvB) or something small (if you want roaming) and choose whether to join something even (thus taking part in server matchup score) or something uneven (thus take part in karmatrains and personal grinding only). **I've advocated that for years since it would:** 1. Remove queues 2. Remove nightcapping (or the dominant factor of off-TZ population imbalance on matchup score) 3. Not punish off TZ players - like Aussies - more than anyone else, anyone can balance pop at any time or scale, player responsibility to affect score 4. Simplify dev work on maps, map balance and allow a map carousel like in WoT (ie., make it easier to create and rotate new maps and not cack it up) 5. Let any groups just hop flows to something empty to get a GvG skirmish off and then hop back to varied map 6. Better matchup any content so roamers could actually pre-organize specific flows for roaming if they wanted to, not relying on DBL to avoid blobs 7. Let the devs flexibly use any backend system since it could be applied to server matchups, to EotM colors, Alliances or some FFA system with no entities. etc etc. The ability to implement ownership permanence is just another thing that could be added to that list. Every time this topic comes up it keeps amazing me why it hasn't already been done because the tech is here, the space is here, some probing has already been done and it stands to fix alot of things by simply leveraging the existing tech and being creative with it to achieve a feeling of new design (or just actual new game-design that uses existing tech in new ways). **It only hinges on these existing parts:** 1. Overflow generation (akin to PvE or Eotm) 2. Outnumbered buff and it's db values 3. The concept of the EBG map as a template 4. The structure invulnurability mechanics for ownership permanence (if a second game mode is wanted - taking the space of OS or something else). They could use just those 4 things to achieve all these other things, including multiple game modes within the game mode, with some creative design and minimal (but for ArenaNet still sizable) programming. Anyway, yeah, this thread is probably in the wrong place and this reply is easily breaking out of the scope of the thread, my motor just gets going when this stuff comes up because the fix to so many issues just sits there under everyone's noses.
  7. First off, paragraphs my friend, they are your friends. Secondly, this is the WvW forum. If you are wondering about player housing in general there has been quite alot of buzz about that so it actually isn't too far fetched to assume that it may be looked into right now and could possibly be apart of the expansion. If you meant some sort of implementation of more permanent ownership of structures in WvW and actually found the right forum for your thoughts, then yes, that too is possible if ArenaNet was to give WvW more than an afterthought and realized that they could leverage the procedural-generation type of maps and megaserving as seen in PvE and then just flip the structure invulnurability mechanics in WvW to create windows and timers and get content/mode type of gameplay like that of WoT, EVE or the upcomming siege mode for NW. The tech is here for it, it just isn't being leveraged to create something in WvW due to the ever looming lack of attention and vision.
  8. > @"Ubi.4136" said: > I can't speak for the EU servers, but NA, the "fight" guilds don't really exist. Most of the guilds in NA, have situated themselves on servers where they never have to face another comped guild during their playtime/timezone. So, during the first 4 hour block, green will have a comp'd 50 man running around killing groups of 20 and fighting doors. After they log off, blue will have a comp'd 50 running around doing the same thing. When they log off, red will have the same thing. None of those comped groups ever have to face off against other large, organized groups. When they do, they transfer to another link where no one is in their playtime. You almost never see comped guilds fighting each other, except the rare occasion on reset night. > > That said, there are some amazing comped guilds running around that can easily fight 30-50 vs the random pug armies. They rarely die, the pugs that follow along behind them melt, and eventually they need to empty their bags so they take short breaks between farming unorganized groups. I wish all of this was sarcasm, but it isn't. Hmm, it's hard to give a very accurate description, but EU I'd say has sort of been recycling their stuff since late 2016 when the linking system had settled in. Since then you've had 2-3 nomad communities made up of a core of 3-5 guilds. Rather ironically it isn't the GvG scene that has died off first and rather the midtier of fighting guilds that every server used to have a couple of. There has been a ready supply of guilds looking to branch into GvG and join the nomad communities while leaving their old servers. Granted, it is far from as competetive as it used to be with so many guilds trickling in to try things out, leaving a rather large gap between the 3-4 remaining guilds with some tournament experience and those comming in to skirmish and do EotM matchups but there still are some 20 odd guilds listed for GvG's and easily another 20-40 guilds not listed who still do guild raids. Most servers that are not nomadic also still have a couple of guilds but they are far fewer today where the norm was closer to 30 in 2014 and 10 in 2016 and they're down to perhaps 2-3 now. Another observation is that some guilds that used to be larger or run larger seems to have shrunk down now, creating even more overlap with the typical GvG guilds and less overall variety in the game mode. There's also some trends of groups that used to do more crossover and pickups in the past doing less of it now - some of which you can see spill over into these forums with the complaints about hidden tags or just muttering about guilds and multi-groups in general.The divide between groups leading content and players who do not let themselves be lead is probably larger than ever but it is also muffled a bit by the fact that these hidden blobs now exist. On the one hand it is a bit of a shame that it has come to that, but on the other hand there would probably be alot more open conflict between players and between different groups on the same pairing without this evasive behaviour. **So to sum all of this up:** Server-wise you still have 2-3 nomad communities with roughly 5 guilds each and then you have every other server that still has at least roughly 2 guilds each still running closed groups and occassional pickups whether they are open pickups or hidden pickups. GvG-wise you still have some 20 guilds listed but where you'd have something like 10+10 of experienced guilds to learning guilds that balance is probably closer to 3+17 or something now. That isn't too surprising as it has been difficult to run player-made events since 2017 when the GH Arena finally broke. There are even guilds with tournament experience who still run but are not listed. That's why it's hard to say how the guilds match up. The nomad communities and the GvG scene has sustained itself a bit on guilds from typical servers transfering off to try the scene out or just moving into a nomad community that helps with commanding or maintains the old guild-guild camraderie that used to exist on most servers. Overall, it's much less about stacking to build for Alliances or stacking for GvG matchups now and much more a question of stacking for content, forming communities of team-players to get away from the unwashed hordes who are not.
  9. I'm sure someone else has already said it by now, but hybrid DH is pretty controversial. On the one hand, it is capable of catastrophic damage, generating multiple downs on it is own. On the other hand burn converts into aegis so your burns may take power damage away from your group (eg., generating enemy blocks for friendly Rev hammers). I would keep the DH in reserve for clouding or if you gain expert experience targetting hostile backliners and stick to full-power core Guard if you join squads. Having tested it a bit, there are easily as many or more situations where the hybrid does less damage than the pure power build anyway. It's a small situational envolope where you can really apply the crunch. Keep in mind, it's not like the burst damage on a pure power build is low by any stretch, you can easily create downs and downcleaves with that too. The low cooldown burst is so good you can even do a bunch of solo and cloud stuff with that too.
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