Finally, I'm done with the sPvP in GW2 for the coming months (or years, depends how much time they take to fix it). After ~2k hours spent in the mists, 3011 tourny game played and I just reached R50, was in the top 100s solo and team ladders, before the reset and mmr rework, and I just cannot be more sure of the fact that Anet gives exactly Z-E-R-O f*cks about the sPvP mode. It's just insulting.
Spent thousands of hours playing it to this point, and when I finally reached it (legitimately, only through tournaments/rated games, with little to no hotjoin/custom games, don't talk about farming them), I cannot get my f*cking reward - the light champion's(winged) armor set, because it's a ridicules mystic toilet recipe (i.e. i have to spend a fraction of my tons of useless glory for chest, from which to get tons of repeatable and useless items, that I have to salvage in the hopes of receiving the needed material - bear token, as for the other arcane powders, orbs, slivers etc - I have f*cking dedicated TWO of my bank TABS to them).
I knew about the state of the game since I reached r30, like a year ago, but I guess it took me way too long to go from r40 to r50, that and all the recent pve/wvw improvements just made me forget/blinded me about the pisspoor condition of the sPvP, which haven't changed much from the very first CLOSED media sneakpeak preview of the game back in feb 2012...
I mean, seriously? Almost two years now, and we are still looking at the very same, ridicules glory/chest/reward system we have now. I can dig out some press preview videos from back then, if someone is doubting how pathetic this looks. Ok, to be fair, back then every vendor offered the exact armors for said rank, which in the second public beta test were replaced by these f*cking chests, because players "love to open chests", remember? Well, half my inventories in all my characters are full of stacks and stacks of chests, and atm they even "reward" us with TWO reward chests, and we all know of players with milions of glory, tons and tons of arcane stuff and reward chests. We need some chests, to store our award chests in.
Unfortunate, rewarding isn't the only problem here. We are talking about essential things/systems, that have to be TOP PRIORITY, like matchmaking, spectating (a tournament/rated plays, who actually spectates a bunch of randoms farming hotjoin?), ladders, punishments just missing or not working properly/at all.
Matchmaking and ladders were released back in march, and half an year later, after all the "pointing out" from the community about the flawed systems, Anet just now realized and admitted that there is something wrong in MMRs/ladders and started to applying fixes/resets.
Also the so called dishonorable system (which worked perfectly in GW1, have no idea why they don't want to reuse it and instead they are trying to reinvent the wheel) is so messed up, it's not even funny. At the moment you need to afk for 3 minutes in a rated match to get ONE dishonorable stack for 72 hours. Leaving a match will give you one stack for 72 hours as well. So what? You need FIVE such stacks to get banned of rated play for the (wait for it...) remaining duration of your FIRST stack! Basically , if you want to be jerk, every 2 days you can ruin up to 4 matches and don't even get remotely close to being punished about it. And there is no way of reporting players/teammates for being afk, leeching, trolling the match, leaving etc, it's all up to this useless system. It's beyond me, why they just don't use the GW1 system(or something similar to it).
The other big, big issue for the past half an year is the complete lack of balance and the stupid condi meta, that noone asked about, noone wants it, yet it still in the game, almost untouched... Same goes for all the petting zoo, and passive >>> active playstyles, that may not get changed "soon", if ever. For example, I love how an ele player have to be like playing on a piano only to stay alive, while a 5-signet warrior can just spam earthshakers every few seconds and will do much, much better for his team, then the ele. Or how a ranger have to get a bunch of spirits, dumping all his utilities, because they are all lacking... Or (maybe my favorite) - that it took almost a year after release for warriors to be even playable in sPvP, and now how they are all almighty powerful.
It's just pathetic how they used to say things like "we don't want to do knee-jerk balance overhauls every couple of patches, we prefer periodically applying small changes and touches" (u can find quotes like that in almost every state of the game video), and now - out of the sudden, they are all about pushing bigass changes every 2 months or so. Even doing a balance preview thread, just shortly after the last balance patch... like, seriously?!
I can continue on and on and on about all the problems surrounding this part of the game, like the loading stuck bug that comes from time to time, or like "why the hell, do we have a loading screen in the middle of our #esport game, while the guy spectating gloryfarmers doesn't?!" and other ridiculous and really annoying things, but then I'll be wasting my (and yours) time way too much now.
Long rant again... but I just can't help it. :/
I really don't like this update.
You're pretty much required to group up to ascend the tower, but usually when I try, people just run past everything instead of killing it and I keep dying before getting to the top. Then I have to teleport back to the waypoint and try it again because no one's going to revive. I've managed to get up to the top once but that's it so far.
It's sad because this isn't really Anet's fault. Just people doing the event the unintended way and it ends up screwing over the people who want to do it normally.
I really don't like this update.
You're pretty much required to group up to ascend the tower, but usually when I try, people just run past everything instead of killing it and I keep dying before getting to the top. Then I have to teleport back to the waypoint and try it again because no one's going to revive. I've managed to get up to the top once but that's it so far.
It's sad because this isn't really Anet's fault. Just people doing the event the unintended way and it ends up screwing over the people who want to do it normally.
I really don't like this update.
You're pretty much required to group up to ascend the tower, but usually when I try, people just run past everything instead of killing it and I keep dying before getting to the top. Then I have to teleport back to the waypoint and try it again because no one's going to revive. I've managed to get up to the top once but that's it so far.
It's sad because this isn't really Anet's fault. Just people doing the event the unintended way and it ends up screwing over the people who want to do it normally.
You'd be surprised how many people aren't just trying to rush past, but think they must because nobody will group with them. Today, I tried an experiment. I waited at the room just past the first teleport golem, until the event started that closed the door and stopped people from progressing past it. I fought the Offshoot until it was destroyed, and noticed there was a group of about 10-15 around me.
Once the thorns retracted, I waited there to see who would rush off. About five or so dashed off, half got killed by the mine plants. A few milled around me, so I took a chance and assumed they either didn't want to go it alone, or didn't know what to do. So I progressed slowly forward, fighting each and every little creature/plant methodically. After a while, I noticed there were six or so people around me doing the same, not rushing forward, taking their time. It helped I guess that today one of the Tower dailies was killing toxic creatures. I led them to each Nightmare Chamber in turn, one went in I think but the rest didn't seem interested, so I continued on, assuming they just wanted the achievement for reaching all 9. I keep missing one somewhere though, so I'm only 8/9, but nobody complained.
This continued for the entire first floor, and by the time the second started, we were five that - in spite of not knowing each other or talking to each other - stuck together, ressed each other, and worked out way slowly, having much fun along the way. Occasionally we'd meet up with a group still fighting something up ahead, and they would rush forward once the event ended, but the five or so I started the ascent with never parted ways. We went all the way up the tower, bowed to each other, and did the final instance alone - which I think I knew would happen, since clearly we were a bunch of lone wolves. We never partied up, but we were constantly watching each other's backs.
I also noticed that all of us had the new healing skill equipped, and by the time we hit the floor with the healing zones and constant spore debuff, we were chain-casting the new heals so that we almost never had the debuff. It worked incredibly well.
That, was the most fun I had in GW2 in a long time, and pretty much the pinnacle of what I think the game is going for. Group content, where the cooperative play is seamless and ambient.
I know this is one situation, on one server, at one time, and hardly representative. But I think going in with the right attitude, and not just going with the flow, and you might be surprised to find like-minded people.
You'd be surprised how many people aren't just trying to rush past, but think they must because nobody will group with them. Today, I tried an experiment. I waited at the room just past the first teleport golem, until the event started that closed the door and stopped people from progressing past it. I fought the Offshoot until it was destroyed, and noticed there was a group of about 10-15 around me.
Once the thorns retracted, I waited there to see who would rush off. About five or so dashed off, half got killed by the mine plants. A few milled around me, so I took a chance and assumed they either didn't want to go it alone, or didn't know what to do. So I progressed slowly forward, fighting each and every little creature/plant methodically. After a while, I noticed there were six or so people around me doing the same, not rushing forward, taking their time. It helped I guess that today one of the Tower dailies was killing toxic creatures. I led them to each Nightmare Chamber in turn, one went in I think but the rest didn't seem interested, so I continued on, assuming they just wanted the achievement for reaching all 9. I keep missing one somewhere though, so I'm only 8/9, but nobody complained.
This continued for the entire first floor, and by the time the second started, we were five that - in spite of not knowing each other or talking to each other - stuck together, ressed each other, and worked out way slowly, having much fun along the way. Occasionally we'd meet up with a group still fighting something up ahead, and they would rush forward once the event ended, but the five or so I started the ascent with never parted ways. We went all the way up the tower, bowed to each other, and did the final instance alone - which I think I knew would happen, since clearly we were a bunch of lone wolves. We never partied up, but we were constantly watching each other's backs.
I also noticed that all of us had the new healing skill equipped, and by the time we hit the floor with the healing zones and constant spore debuff, we were chain-casting the new heals so that we almost never had the debuff. It worked incredibly well.
That, was the most fun I had in GW2 in a long time, and pretty much the pinnacle of what I think the game is going for. Group content, where the cooperative play is seamless and ambient.
I know this is one situation, on one server, at one time, and hardly representative. But I think going in with the right attitude, and not just going with the flow, you might end up surprised to find like-minded people.
That, was the most fun I had in GW2 in a long time, and pretty much the pinnacle of what I think the game is going for. Group content, where the cooperative play is seamless and ambient.
I know this is one situation, on one server, at one time, and hardly representative. But I think going in with the right attitude, and not just going with the flow, you might end up surprised to find like-minded people.
this is guild wars.
and i play it. #proud
It's been out just over a year. Not two. #justsayin (And I'd argue it's only NOW out of beta, but that's me).
First, they're putting out bigger balance patches BECAUSE people complained about the slow and incremental changes that took too long to come out and test. They're still pacing them a decent amount of time as well.
As for everything else, yes, I know, it sucks. A lot of people spent the better part of the year implementing core features that everyone wished were there from launch, like spectator mode. A lot of other people were tied up dealing with culling across all game modes. And a number of other people were getting organized and ready to become the Living Story machine.
But it will get better. MMR and Leaderboards finally got a partial fix and they're developing the rest of the fix right now. There's also going to be a reward revamp that will do something about glory and in the mean time they're trying out things like the Toxic lockboxes. They've been developing new game modes for PvP for months now and something should be coming out of the oven soon enough.
So yeah, it sucked. They spent a lot of time dealing with other stuff. But we'll get our turn. And until then we'll have to see what else comes out of the Dec. 10th balance patch we don't know about. As it stands, there have been a lot of positive balance changes along with the bad or unpopular. Where it's bad, it's bad. But it's not all bad.
and they fail to deliver it, well then, in my book it's pretty big disappointment already. And we better not talk about the rest of the quoted blog post, because we will have plenty of time, to discuss it next year, as I'm sure, they will promote the same old promised features as new and upcoming.The major focus of the PvP team for the second half of the year will be tied to improving the sense of reward in PvP.
As much as I adore Guild Wars 2, I can't even comment on your post, Swnny. I can probably count on two hands the number of serious sPVP matches I've played, so I flat out have no ground to stand on to even begin to respond. All I can say is, MMOs are a huge, tangled mess that, in their scope, try to cater to a ton of different play styles and tastes. Invariably some of those will be left cold for long periods of time, and I know it must taste bitter to want something that seems so obvious, simple and just within reach.
It's probably no consolation, but there's never been a game with the kind of post-launch support GW2 has. That's not a defensive counter, it's not hyperbole, it's not wishful thinking. It's a fact; nobody has delivered so much, so quickly, for free. If any game was going to solve the problems you outline (and I have no doubt that they are real problems), it would be this one. That, I suppose, is the long way of saying "It will happen, be patient.", which sounds condescending but really, truly isn't meant to.
The next time I talk to a developer, I'll pass the link to your post along to them personally. If you want to go in and edit it for a clarity or emphasis, that might help them zero in on things. I can't promise it will help, or that it will get to the right people, but I'll pass it along just the same and then it's all in their hands.
Funny, Miktar and Vil's comments/suggestions are almost exactly what I replied to a reddit post with a similar issue to yours. It is saddening that so many people are sort of running through like bats out of hell, that-which-i-leave-in-my-wake-is-your-problem style, but man. Just forming a small party at the very least can make a huge impact on your experience in there. Even on an overflow, just speaking up real quick and seeing if anyone around will join up so that you have people to watch your back is huge.I may have to try that out next time. I later realized I was in an overflow, which probably didn't help matters. Maybe the situation is better on main servers.
I also found out that the achievement to kill the boss without any ally dying actually requires you to be in a party. Oops. Guess I gotta do that again some time.
Thank you for not reading my post, but I will still reply to you.
I picked up a commander tag for lazorette the guardian and got a lil 4-6 man zerg going during the offpeak when nothing was happening and we flipped everything in borlis pass borderlands from blue to green. Not a bad start!
I wouldn't even mind seamless underflow or crossflow servers out in the world. In open world zones I couldn't really care less about what server I'm on. The important things to me are being able to stay in the same iteration of a map with my party/guild, being able to know I'm in the right place for something that is on a timed pop, and being able to move freely between zone instances in the way guesting and the "join in" option allow now.
I wish there was a drop down menu ingame to chose between Main, Guest 1, Guest 2 and Overflow (if it exists), without having to log out of the game.
Not Exactly.Like Guild Wars 1 ?
Exactly.I think what Kos meant was a UI equivalent to the World Selection window without having to go back to character select, rather than a districting system.
Any other word on helping servers that get roflstomped in WvW by combining the two losing ones? Like right now with SBI vs BP vs CD? Would they combine the blue team with the red team to make a shared purple team that SBI would have to battle?
That is probably way to hard to implement. How do you even decide when they are being roflstomped? Does it even change anything if SBI has 150000 points over them?
Proven what do you mean by "WvW primary rather than PvE primary?"
I'll be honest, the only reason why I'm still patient with them is because I've been playing other games and doing other things, especially in the second half of this year. While things have gotten better and they're finally showing a bit of progress on the PvP front, I've had my heart go out to every person and team that's left. I completely forgot about their blog post for their 2013 plan and going by that they've completely missed their target time frame.
I've also had my frustration metered out through the year. When Flame and Frost came off at a glacial start, I essentially quit the game. I checked in on GAF and some other forums, logged in here and there for a little WvW, and that was it. I started playing more again in April but got ticked off at certain trait balances and WvW issues up until I dropped the game for most of Dragon's Bash and the following Aetherblade stuff. As summer ended and certain teams and players left along with the problems surrounding the PAX Prime tournament, I just went and got a Wii U on the cheap so I could play Wonderful 101. While I did play around in September to try out the Scarlet Invasions, for whatever reason it was the balance patch in October finally got me playing regularly again in PvP and the WvW season, even with all the foreseen problems, had me interested in giving it a shot as well. I'd include Halloween too, but they took out Reaper's Rumble.
Almost all of my wellspring of hope has now come the last couple of PvP updates, certain rebalances, and Grouch along with other developers talking more. It's like something convinced me "finally, we're starting to move here, I can give this more of my time." Your post reminded me of all the stuff they've managed to do like taking finishers off timers (not to mention they added maps faster than Valve did for the first year or two of TF2). But it also reminded me to not be too optimistic, because after the improvements from this patch, next patch, and Dec. 10th, there's a good chance there will be a drought of stuff until February/March as they could just be grabbing low hanging fruit before they have to go quiet for the final stretch. The collaboration post about future game modes makes me think they're leery of the stuff they were testing earlier, or are still unsure of adding anything beyond Conquest whether it's because they don't feel it fits GW2 enough or they're afraid of trusting their own taste since there's still vitriol out there about Conquest (and Skyhammer, oh Skyhammer...). The balance patch preview thread closing 6 weeks before the patch should have reminded everyone just how painful their testing schedule is for skills and traits. And they still haven't found a good fix for the 4v5 solo queue problem.
My faith is up too, and it only lasted this long because I stuck to streams for my PvP fix for a while. But improvements are finally coming out at a quicker pace so I'm willing to give it a chance for now.
If you quit for a while, February/March is my guess for either the reward revamp or a new map and/or mode. Also, I think the condi meta, if it still exists, will be a lot more manageable thanks to more and more control and burst specs arriving (seriously, I can't believe Bountiful Interruption is getting used even if only out of desperation) and shifting the meta a bit. It depends on how good people get with them and what nerfs come to the condi classes. My next worry is that more and more people are running passive skill/trait builds on more classes.
swnny, I sympathize with your frustrations. I've PvPed my dailies for the last six months; it's obvious how little attention sPvP receives.
But if we accept that the sPvP is Anet's weakest team, then you need to acknowledge that marketing is Anet's strongest team. It's not even necessarily that past promises were lies, but more likely that individuals not directly responsible for design and programming made plans that couldn't be executed with the meager resources devoted to sPvP.
Which ultimately leads us to the bottom line: money. If it were simple or profitable to enhance sPvP, they would've done so by now. That Anet hasn't suggests the time and cost required aren't worth it to them. Someday they will roll out other game modes, halfheartedly hoping that some of the lost sPvP population will return given the lack of subscription fee.
I won't offer any silver linings; it does hurt when you feel like you care more about the game than the developers themselves. My only recommendation is to get involved in WvW, which at least receives some developer attention.
swnny, I sympathize with your frustrations. I've PvPed my dailies for the last six months; it's obvious how little attention sPvP receives.
But if we accept that the sPvP is Anet's weakest team, then you need to acknowledge that marketing is Anet's strongest team. It's not even necessarily that past promises were lies, but more likely that individuals not directly responsible for design and programming made plans that couldn't be executed with the meager resources devoted to sPvP.
Which ultimately leads us to the bottom line: money. If it were simple or profitable to enhance sPvP, they would've done so by now. That Anet hasn't suggests the time and cost required aren't worth it to them. Someday they will roll out other game modes, halfheartedly hoping that some of the lost sPvP population will return given the lack of subscription fee.
I won't offer any silver linings; it does hurt when you feel like you care more about the game than the developers themselves. My only recommendation is to get involved in WvW, which at least receives some developer attention.
(you know the game that was built entirely around pvp with pve as an afterthought, that basically served as a tutorial for pvp)
GW1 was shown off as a pvp game the pve was literally added for release as there's virtually no previews for it before released (you can check). Even prophecies campaign made this obvious by how it taught all the basic pvp mechanics and the hall of heroes etc being it's end game. A-Net marketed the game heavily as a pvp game hence the several thousand dollar championships, before e sports were quite a thing.I don't buy that one yet. Do you have a quote or dev interview where they explicitly state as much, or is that just conjecture based on your personal preference, which colours how to see GW1?
To me, GW1 always seemed like it was developed for PvE first, with massive emphasis on the campaigns - they're the most work to do, take the most time, require the most investment and manpower to produce - while PvP was initially a check-box feature, which was developed into something more substantiation as the years progressed for GW1.
The majority of the player population in GW1 was in PvE. The advertisements and previews focused on the PvE. The early betas only had PvE.
But perhaps I'm missing something.
GW1 was shown off as a pvp game the pve was literally added for release as there's virtually no previews for it before released (you can check). Even prophecies campaign made this obvious by how it taught all the basic pvp mechanics and the hall of heroes etc being it's end game.
The fact you thought otherwise makes me believe you didn''t play gw1 at it's launch.
Which beta was this, because almost all gw1 beta weekends were pvp.I was in the GW1 beta. It had no PvP. I didn't even know it would have PvP until launch, everything about it was PvE from the instant I first came across it, got into the beta, etc. So I dunno what to tell you.
I bought it when it came out, finished Prophecies, bought Factions when it came out, repeat, etc. My HoM is reasonably full, except for the really grindy stuff because I don't grind.
I get that PvP is your thing, to the exclusion of everything else. But GW1 and GW2 primarily focus on PvE. That's the majority, both in playerbase and in content. I do agree Anet should fix up sPvP more. I'm not trying to claim one paradigm is better than the other.
I never liked GW1 pvp but loved the PvE. I find it highly unlikely that PvE was something they added just before release, especially because how massive prophecies actually is.
Gw1 prophecies end game was the god realms I thought.
Which beta was this, because almost all gw1 beta weekends were pvp.
- ArenaNet, 2003In the fantasy world of Guild Wars, players can engage in cooperative group combat, in single player adventures, or in large head-to-head guild battles.
Which beta was this, because almost all gw1 beta weekends were pvp.