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celegorm_menegroth

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celegorm_menegroth

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@DragonBloodthirsty: @DragonBloodthirsty said:

A) They got fixed by getting nixed, which is great because now WvW is fun again. Even when you're losing, you don't feel like there's nothing you could conceivably do. I thought "Finally, these people understand that giving players stat boosts in WvW fundamentally undermines the main selling point of the game."

B) Really? That's your grand solution to "lack of level 80 content"? Adding a new tier of equipment that requires more grinding is not what I had in mind when I said "I want more to do once I hit level 80".

C) I also very much do NOT want to see equipment that is relevant to WvW. I already feel out-classed by all-exotic players, and I had intended to be a crafter because it seemed more solo friendly. I won't be winning a race to the top, but slow and steady still completes the race. If more and better equipment is constantly being added, I'll never be able to keep up. If this were a different MMO, I'd just quit and say "Well, that's how it is," but this is Guild Wars, the game that touts itself as "the MMO that lets you have a life outside the MMO".

D) Adding another tier of equipment is a big no-no with this kind of game design.

E) Broaden and adding new equipment, or a different mix of stats that wasn't available before is fine, as long as they are on par with the existing stuff.

F) I do not play Guild Wars so I can get kicked around by people who play more often than me.

A) Removing the orbs didn't make WvW fun again, for me. In fact, it made the WvW game incredibly pointless and without a defining goal. It's become a point farm to see which server can reach the end of the week with the most accumulation that is mostly decided by the opening Monday. A huge side-effect of removing the orbs is that now during "off-peak" times there is absolutely no incentive for the player-base to thin out, and you encourage a concentration on to one map so players can kill each other with greater regularity to increase the number of badges they get. You end up simply hammering away at people for hours on end with absolutely no gain, no point and no investment. I can go to another map and capture every point ... but what do I accomplish? Not a damn thing.

Long story short? WvW is now a three day a week event ( Saturday to Monday ) with a four day badge grind afterwards. Yippie! ( side note: this has forced me to pick between the real event this weekend, and the wvw "event" ... I pick the real event ).

B) You knew there was going to be ascended equipment. You knew it was going to be a grind. Why are you surprised or upset? You sound reactionary and as though you are finding things to bitch about. There was in GW1, and it was no less of a grind. Go back and look at the requirements for that armor. I never had a single piece of ascended gear in GW1 because I was unwilling and unable to farm the required zones. To me, your argument that Anet has ruined the game by putting a tier of armor that requires a huge investment of time doesn't hold up. As others have said, the stat difference between them is going to be minimal, and the combat ( especially wvw and pvp ) is far more heavily predicated on player skill not player equipment. The only enemy player to truly kick my ass in wvw was an incredibly skilled pvp'er with a "Slayer" title. Had nothing to do with his equipment ... everything to do with the fact that in that Slayer's hands a mesmer is f-n badass.

C) It's not, see above. There is a difference between equipment at lvl 20 to lvl 80, but unless you're dueling ( which rarely happens ) it doesn't matter. Once you get multiple people going in the fight, let alone the meat-grinder-cluster-fuck that is weekend or grind-centric, the fact that you have 2 more points of power than the other guy amounts for exactly diddly when that ballista, opperated by a lvl 4, can kill you just as fast as everyone else who doesn't have extra power.

D and E) Eh? ... Disagree, see above. This is all aside from the fact that from all I've seen these things are going to be accumulative, and the infusing sounds more like the customization and stat variance that you want. So you say you want something on the one hand ( more variety and dungeons and customization ), but say you don't want the rewards for it on the other hand.

F) That's going to happen because the people who play more than you are, often, better at the game than you. And the fact that they play more than you means that they have accumulated more of the things required for this new ascended equipment. The fact that they are both equipping ascended equipment and better than you is not mutually exclusive. On the contrary, they are both effects stemming from the same cause. By earning one, you have probably earned the other.

I've read a couple of your blog posts ... and I honestly think that you had a picture of what you think GW2 should be in your mind, and every time the real game deviates from that you're upset. You want to play the game you have in your head, and you don't like what's really happened. As someone who can bitch about just about anything ... take some advice: Play what you think is fun, write down the things you think would be improvements on a scrap of paper? And then toss them into the trash. Release the stress. Then move on.

It's starting to sound like GW2 just isn't the game you thought it was going to be, and this makes you unhappy. Go play the game that makes you happy.

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celegorm_menegroth

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There is some editing that would be beneficial.

When/If I get around to doing it, I will make some changes.

But doing whole-sale cuts and simplifications for brevity's sake? I will be just as likely to add more examples to fully illustrate the point I am trying to make, as even your editing loses some of my intended meaning ... emphasizing why I wanted to provide commentary text to begin with. I think the problem you truly highlighted in your first edit is actually that I did not fully expand upon my illustration to explain what was going on. In fact, I did the opposite: by trying to be brief I did not explain a nuance that was going on in my example because I did not provide a contrasting example or detail the reasoning which plays a role in my believing that repairing is more effective than going after kills while acting as a hammer in that scenario.

It should be noted, however, that I do not believe going for a shorter rule-set is an inherently better rule-set. If someone feels that what I have here is too long and they are disinterested by it, that's their opinion. Don't read it. But I have no interest in making a set of rules that fit on a cue card to sell someone on the thought of becoming a raider. I am far more interested in explaining to someone why I made the decisions I made and fully explaining those decisions and extracting a set of guidelines which can then be applied when a similar situation arises again. That way, everyone can learn and become a more effective contributor to the raiding party without sticking to a default set of rules. A simplified set of rules is, by its very nature, inflexible and unreliable.

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celegorm_menegroth

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@Thurbleton: @halcyonTwilight: how's that?

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celegorm_menegroth

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Well, in fairness, it looks a lot better in my word doc ... but I'll try to edit it today and make it more legible.

As for three or four simple rules? Take the top three from the main list I made.

Stay Tight.

Don't Chase.

Mark the Leader / Stay with the Leader.

If the "average player/new recruit" follows those three rules? All's good.

The rest of that list is for someone who wants to know what's going on in my head as I'm roaming the map, and/or someone wants to lead their own raiding party.

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celegorm_menegroth

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I've tried to think of a different way to obtain a commander's badge, and I really can't come up with one that isn't significantly flawed.

Gold = purchasable with outside funds.

Karma = easily farmable, doesn't require wvw.

Influence = requires a guild.

Badges = can be farmed.

Achievement = titled achievements tend to be rather massive under-takings, and commanders should be readily available.

Player vote = easily manipulated by a guild, or a collective group of like-minded players ... Chinese gold farmers with a commander badge?

The only system I could think that might possibly work is if grouped players were given a chance to vote for a "NCO" when they're grouped ( which should be the group leader, anyway ... but whatever ) and then each time a group with an NCO successfully takes an objective the NCO is awarded a special badge instead of the usual karma/gold/xp. Then, after collecting these badges the NCO could promote himself to Officer. Collect enough badges after that and you could promote yourself further.

However, even that idea has some serious flaws. It would need some system for players who thought the NCO wasn't "up to snuff" to veto a badge awardment, without greifing the system, so the NCO would be motivated to actually do something ... NCO's acting within a larger structure should be able to transfer a portion of their NCO badges up to an overall raid leader who was actually calling the shots, too. All of this just complicates a system that needs to be streamlined during the wvw process.

But this system is still easily manipulated by any large guild to do exactly hte same thing that Foo's already done: field a dozen or so commanders.

Do you put in something as simple as a "Like" vote that you can cast once a day, and the person with the "most commander likes" on a map becomes the commander?

On a related note of "streamlining the wvw process" ... your loot should be transfered into a holding chest in the Citadel that you can pick up when you're finished your play-session. Hunting for loot bags in the middle of a fight is retarded.

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celegorm_menegroth

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Well, I am coming at the discussion of wvw from a different perspective. I play during Oceanic evening hours, predominantly, and therefore the problems that I face are not the ones seen in other areas. For example, I have to deal with what is essentially a pug atmosphere devoid of any commanders at all. I think the problems you're mentioning about the server's commitment to wvw stem from the fact that there are so many bad commanders. People feel like they're throwing away their efforts when they support some of those idiots. The average player has been burned too many times by commanders that don't know what they're doing. In addition, there were a few "lean weeks" in recent history ( for Oceanic ) when it was essentially a death sentence to leave the Citadel without a large escort. I think this has discouraged many people from playing wvw ... they don't want to it because it's not worthwhile. They don't gain anything by hammering away at a gate for a couple hours.

That's the atmosphere were I "made a name for myself." I was able to take groups of random people, mold them in to cohesive groups of raiders and then take on larger and more organized groups of guilded players with their commanders.

It has been suggested more than a few times by my raiders that they wish they could vote for the map's commander and effectively demote the blowhards.

I think activating your commander icon should be contingent upon some sort of squad support. And buying the badge should not be a strictly gold related purchase.

To solve these problems I don't think addressing the points is an issue ... I think addressing the issue of communication, organization and logistics is a far more pressing issue. And if the game is going to rely upon voice chat, then it should be included within the client itself so players can add themselves to a chat room more readily. Players should be able to link up with more experienced raiders and form these packs more easily.

It all comes back, for me, to the fact that these wvw maps aren't all that great of an arena for what the game is billing as a good experience. There is a lot that needs to be done to make the experience better for players from top to bottom, and a lot that the game can do to introduce players to the system. I think eliminating the karma/gold gains for yak escort, for example, was a monumental mistake. That gave players something to do, it helped them learn the map, and it pulled inexperienced players away from hte front lines where they suffer too many losses for no appreciable gain.

There is a lot that can be done to make the wvw experience better for everyone involved. Limiting our bitching to player involvement and point tallying overlooks the fact that the core system is not as robust as a modern mmo requires. That said, if players were to learn how to work together as raiders, to run in packs rather than solo or in small profiteering groups, the collective whole would accomplish a lot more.

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celegorm_menegroth

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If you are working as a cohesive unit there is absolutely no reason why you cannot do those dramatic rescues and acts of daring-do.

The effectiveness of the raiding party lies in the fact that it moves swiftly, in tight formation, and strikes targets with such combined force that it decimates the targeted body before they can respond. Then, upon seeing multiple of their allies downed, they recoil in shock.

There is no reason why that fact cannot be put to use in a wide variety of ways that would fit your request for dramatic acts.

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celegorm_menegroth

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If you're a celt, sure.

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"Zerg" has a negative connotation in GW2 wvw at the moment. Zergs are used by commanders as cannon fodder, and tossed into pointless fights. They're usually considered stupid, inept and unreliable.

I'd never want to be called a member of a "zerg" and I would never lead a "zerg" in to an engagement.

I tell my people what's going on, where we're going and why. I want them to know what the situation is so if I go down they can carry on without me until I'm able to link back up with them.

A "zerg" without a leader just fights over a patch of grass in front of a keep until they're wiped out.

A "zerg" and a raider are about as far apart as you can get, in my eyes.

Moonlit