The future of WvW in GW2

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The future of WvW in GW2

Mesajde Tudy » 06 Iun 2013, 00:03

https://www.guildwars2.com/en/news/devo ... -vs-world/

Citat:
Current State

If you’ve logged in to play WvW lately, you’ve seen a game that can be exhilarating and frustrating by turns. Holding a tower against all odds with some smart siege placement and a bit of luck may be one of the most fun things I’ve ever done in a video game. At the same time, feeling overwhelmed by superior numbers with no way to stop them from stomping me into the ground has caused me to turtle up in my keep and weep on more than one occasion.

Large groups usually rule the field, and if that large group is rapidly building arrow carts, I’d suggest you get your affairs in order and send a note to your loved ones. World Abilities is a great feature, but it is one that takes a pretty dedicated player to take full advantage of due to the sheer amount of time required to gain significant rank. Support play is vital to victory but unevenly rewarded in terms of World XP, XP, gold, karma, badges, and other tangibles. While those players rebuilding your walls may be performing a vital service, theirs is usually thankless work.

Some of the major systems in place currently are not nearly as robust as they could be. Commanders are a major part of the battle, but right now their tools for commanding are few. Guilds are an important part of strategic gameplay as well, but they aren’t rewarded much for taking an active, positive role. These are things we want to improve on because we feel that not only can they increase player investment in the outcome of any particular play session or match, but they simply make the game better for everyone.

Finally, we’ve seen that matchups have not been as dynamic as we would like them to be. While it is important to have matchups that don’t feel wildly unbalanced, it’s also good to have some variety in the servers that are matched up against one another so they all get a chance to test their mettle against multiple opponents. That is why we are continuing to evaluate and change the way we create those matchups to inject much-needed variety to the system.

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Re: The future of WvW in GW2

Mesajde vaporeanu » 06 Iun 2013, 12:14

"These are things we want to improve on because we feel that not only can they increase player investment in the outcome of any particular play session or match, but they simply make the game better for everyone."
Fraza asta face toti bani.
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Re: The future of WvW in GW2

Mesajde Mightsmity » 06 Iun 2013, 12:20

Adevarul este ca daca esti scout, sau repair duty group... cam nu primesti nimic in afara de placerea de a juca (lucru foarte bun) dar la un moment dat te trezesti a esti rank 15 cand restul sunt rank 50 si se bucura de un altfel de distractie :D. Logic este cam greu sa bagi rewarduri pentru scouting, pt ca diferenta mare intre scouting si farmin/vista huntin nu prea este din punctul de vedere al jocului (ma refer la un sistem automat care sa-ti dea rewarduri: Kill player get reward vs run around get reward).

Poate un mod interesant de rewarding ar fi posibilitatea de a vota positiv sau neutru (nu negativ pt ca avem o groaza de retardati care vor doar sa faca rau) activitatile unor jucatori in rol de support. Jucatorul X se introduce in categoria de "support"ca si cum intra in LFG si in fie care ora jucatori din W3 primesc un prompter in care sa dea un rating acelor oameni (foarte rudimentar, stiu).
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Re: The future of WvW in GW2

Mesajde Valky » 06 Iun 2013, 20:27

Da, insa ar fi complicat, te-ai trezi cu 150 de promptere si ti-ai petrece timpul de gaming facand numai evaluari si dand note. Din nou, ca si in Noiembrie, lucrurile suna frumos insa de data aceasta nu ma mai las amagit. In Noiembrie, ANet devs. faceau promisiuni frumoase pe care acum, in Iunie, adica 7 luni mai tarziu le reiau intr-o forma mai stalucitoare ca "Future Plans".
- din prima luna de joc am scris toti pe forumul lor ca nu exista mecanims anti-offtime capping, ca serverul cu "big numbers" castiga indiferent fara sa aiba nevoie de tactici si strategii.
- au promis ca reintroduc orbs cu o mecanica mai buna si a ramas istorie.
- din primele zile ale primului Commander pe harta toate serverele au stiut ca instrumentele lui de Commanding sunt extrem de limitate (amintiti-va ca noi am discutat asta inca din Beta aici pe forum).
- stim de jumatate de an ca W3 nu este deloc "rewarding", toate serverele au spamat forumul lor despre asta si drept raspuns dupa primele 2 luni au scos pana si rewardul (asa mic cum era el) de la escortatul doliacilor.
- asta mai lipsea, sieges noi, ca sa avem cheltuieli suplimentare. Dar pe cand vedem un drop de 10 silver per inamic omorat, ca sa ne compensam cheltuielile de W3? Sieges noi ne trebuie noua? Prastie pentru Commander, poate, ca sa-si disciplineze grupul...
- de la lansare pana in prezent, au aparut o gramada de events, dungeons, improvements si rewards pentru PvE, insa cu toate solicitarile si propunerile de ameliorare facute de cateva zeci de mii de jucatori de W3, ANet le-a oferit doar atat:
:arrow: un NPC Outbreak event inutil in 90 % din cazuri
:arrow: traps la fel de inutile cu mecanica prezenta (asa cum prevazusem pana la aparitia patch-ului, le poti declansa cu un singur jucator pe care-l trimiti inaintea grupului, deci efectul anti-zerg este zero la cele pentru supplies, costa mult iar cele pentru stealth removal le foloseste numai playerul speriat singur in camp)
:arrow: iteme ascended (introduse in PvE cu 4 luni inainte !), insa te costa si laurels pe langa badges, adica tot te obliga sa faci ceva PvE sau farming in PvP, timpul petrecut in W3, efortul de acolo si banii investiti in W3 fara niciun alt reward nu erau suficiente ??
:arrow: eliminarea culling-ului (dar cu pretul skill-lag-ului care, recunosc, a inceput sa cunoasca atenuari)
:arrow: un sistem de ranking de care daca doresti sa beneficiezi cu adevarat trebuie sa petreci 14 ore pe zi in W3 timp de vreo jumatate de an
:arrow: un sistem aleator si insuficient explicat de match-ups (de genul "adaugam sau scadem noi puncte dupa cum credem de cuviinta") care macar are sansa sa ofere ceva fun din cand in cand, schimbandu-ti serverele inamice
:arrow: noi am propus sute de solutii pe forumul ANet, de anul trecut pentru ce este scris in paragraful urmator, de ce jumatate de an mai tarziu vorbim de aceleasi lucruri ca "Future Plans" ? Daca trebuie sa asteptam cate un an pentru implementarea unor idei stralucite si mai ales necesare pe care le sesizam inca din Beta, este, regret ca trebuie sa o spun, jenant. Right now our game rewards you for holding an objective, not necessarily for taking it, and overwhelmingly favors the last server to log out for the day. We have some ideas in the pipeline to try to increase scoring when people are playing the game and to make it much more difficult to keep your territory without actively guarding it. Adica atunci cand esti doar tu cu inca 3 speriati pe harta, o sa aperi si mai greu obiectivul. Sweet, exact opusul a ce dorim...
Am adorat W3, ma gandesc cu drag la el si acum, am petrecut 90 % din cele peste 2000 de ore jucate doar pe campul de lupta, insa devine obositor de stereotipic si vechi, cu fiecare saptamana care trece, iar asta se vede in numarul de jucatori vechi de W3 care au renuntat treptat sau intra o data pe saptamana acolo. It needs a facelift, several great new additions and some big improvements, not future plans.
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