Could someone more knowledgeable on the matter tell me what the purpose of this restructuring actually is? Not being an avid WvW player, I have no clue how the alliances system is even intended to impact the much-maligned game mode.
Could someone more knowledgeable on the matter tell me what the purpose of this restructuring actually is? Not being an avid WvW player, I have no clue how the alliances system is even intended to impact the much-maligned game mode.
In a nutshell? More player-driven choices how to participate. Nothing will change gameplay-wise, though. Shamefully, because this mode not having any changes to it over all those years is a shame.
Right now? (if i'm not wrong) - your count is tied to the world you're commited to. Then there are periodical links which rotate pairs of worlds to shuffle playerbase around and prevent empty battlegrounds on certain worlds due to some players moving from one world to another over time. As far as I know it barely works anyway since people do coordinated rotations anyway.
After restructuring? - way of creating dynamic servers where alliances will be created every season (up to 8 weeks or so). Basically instead of creating an account on a server X, You'll put Your main guild as Your WvW guild and upon joining WvW you'll be then assigned to the according alliance. This enables guilds/players from friendly guilds to team up for a season and play on the same side without having to switch their mother world entirely.
If You don't have an active WvW guild but are still an active WvW player, you'll be automatically assigned to the alliance according to your participation and playtime, and if you're a new-joiner, you'll be able to pick the alliance regardless of the world You chose upon creating an account.
An alliance will be made up from multiple guilds and solo players. The matchmaking will destroy those alliances to be rebuilt anew each season, so that the playerbase of those alliances is kept sorted and doesn't always remain the same.
Important thing to note here - alliances will be filled up evenly upon creating, let's say you have several buckets and you throw rocks (guilds) to them in the manner of filling a bucket that is the least filled. Then You fill those buckets with a sand (solo players) and they fill the space between the rocks to maintain the same capacity between the buckets (alliances).
Remember that those parameters may be a subject to change upon/after this goes live. I hope I explained it more or less precise, since I'm not an active GW2 and WvW player right now and we still don't know all the details and I'm not an active.
Cheers
Personally I think it could've been the best part of GW2 if properly expanded and developed after the release. I always loved grand scale PvP and fighting for territories (especially if it meant having an impact on overall game events/mechanics and the economy to the extent). Sadly it's instanced, but the core idea always seemed fun. But every time I joined WvW i had to spend initial 10-20 minutes trying to find where the action actually is.
Not many other modern MMO's outside of ESO, New World, Albion Online, sometimes BDO, and sometimes Crowfall have these large scale open world player driven PVP areas. For the people that want that sort of gameplay WvW fits that niche for now.
Not many other modern MMO's outside of ESO, New World, Albion Online, sometimes BDO, and sometimes Crowfall have these large scale open world player driven PVP areas. For the people that want that sort of gameplay WvW fits that niche for now.
Well yeah but it's sort of pointless, isn't it? Like, I've been playing Gw2 for the past few months because I can't seem to find an interesting MMO these days. So I got back into it, played a lot of PvE, got my legendary armor, got my skyscale. Ran out of non-repeating things to do so I figured ... what the heck might as well try PvP. So I went sPvP to get to know the gameplay since I haven't been playing for years prior to the past couple of months. All good, won some games, lost some games.
Then I went in WvW and it was just this mindless zergs left and right capping/decapping keeps all the time. After a few hours I felt like ... what's the point of it all? I even changed hero, went "meta zerg" build and moved on with the zerg, joined my server's discord to better coordinate with my teammates. But in the end, what's the point of it all? I get the same vibe in ESO btw.
If WvW was tied to some area taxation or something, that would've been great. There would've been a point in doing it, but right now it seems like a weird activity you'd do while can't be arsed to do anything else.
Structured PvP in that regard is lightyears ahead of WvW. It has plenty of maps and plenty of objectives and each game tends to be different. Especially for a thief player.
Not many other modern MMO's outside of ESO, New World, Albion Online, sometimes BDO, and sometimes Crowfall have these large scale open world player driven PVP areas. For the people that want that sort of gameplay WvW fits that niche for now.
Well yeah but it's sort of pointless, isn't it? Like, I've been playing Gw2 for the past few months because I can't seem to find an interesting MMO these days. So I got back into it, played a lot of PvE, got my legendary armor, got my skyscale. Ran out of non-repeating things to do so I figured ... what the heck might as well try PvP. So I went sPvP to get to know the gameplay since I haven't been playing for years prior to the past couple of months. All good, won some games, lost some games.
Then I went in WvW and it was just this mindless zergs left and right capping/decapping keeps all the time. After a few hours I felt like ... what's the point of it all? I even changed hero, went "meta zerg" build and moved on with the zerg, joined my server's discord to better coordinate with my teammates. But in the end, what's the point of it all? I get the same vibe in ESO btw.
If WvW was tied to some area taxation or something, that would've been great. There would've been a point in doing it, but right now it seems like a weird activity you'd do while can't be arsed to do anything else.
Structured PvP in that regard is lightyears ahead of WvW. It has plenty of maps and plenty of objectives and each game tends to be different. Especially for a thief player.
Exactly this. WvW doesn't have an impact on anything outside WvW instance, making it quite pointless (except for having fun doing those zergs). If that was done on purpose, then I don't know how nobody @aNet considered somehow tying up WvW to resemble state of the core game. It would've been 100x more interesting to do those zergs if it actually meant something, like claiming a land for my guild/race/whatever and having a measurable incentive for doing so.
Right now You just spawn in a massive map that's separated from the game and do things for the sake of doing things.
Not many other modern MMO's outside of ESO, New World, Albion Online, sometimes BDO, and sometimes Crowfall have these large scale open world player driven PVP areas. For the people that want that sort of gameplay WvW fits that niche for now.
Well yeah but it's sort of pointless, isn't it? Like, I've been playing Gw2 for the past few months because I can't seem to find an interesting MMO these days. So I got back into it, played a lot of PvE, got my legendary armor, got my skyscale. Ran out of non-repeating things to do so I figured ... what the heck might as well try PvP. So I went sPvP to get to know the gameplay since I haven't been playing for years prior to the past couple of months. All good, won some games, lost some games.
Then I went in WvW and it was just this mindless zergs left and right capping/decapping keeps all the time. After a few hours I felt like ... what's the point of it all? I even changed hero, went "meta zerg" build and moved on with the zerg, joined my server's discord to better coordinate with my teammates. But in the end, what's the point of it all? I get the same vibe in ESO btw.
If WvW was tied to some area taxation or something, that would've been great. There would've been a point in doing it, but right now it seems like a weird activity you'd do while can't be arsed to do anything else.
Structured PvP in that regard is lightyears ahead of WvW. It has plenty of maps and plenty of objectives and each game tends to be different. Especially for a thief player.
Exactly this. WvW doesn't have an impact on anything outside WvW instance, making it quite pointless (except for having fun doing those zergs). If that was done on purpose, then I don't know how nobody @aNet considered somehow tying up WvW to resemble state of the core game. It would've been 100x more interesting to do those zergs if it actually meant something, like claiming a land for my guild/race/whatever and having a measurable incentive for doing so.
Right now You just spawn in a massive map that's separated from the game and do things for the sake of doing things.
First off, this is subjective. People who go into WvW usually do it because it's "fun." Playing games are fun. If it's not fun you don't have to do it. This whole there is no point argument can be applied to anything really.
Seconally, there is a point or points for going into WvW outside of just fun, let me list them out for you:
1. Getting a Warclaw mount
2. Getting a gift of battle so you can craft a legendary weapon
3. Armor and weapons that you can only get in WvW
4. Titles and achievements that you can only get in WvW
5. Being able to use Guild Hall upgrades from the War Chest
6. Gaining WvW rank levels. If you manage to get to level 10,000 you'll get the title "God of WvW."
7. Gaining more WvW exclusive abilities such as: Provisions master, war gliding mastery, and trebuchet mastery to name a few
8. There's also a chance for Ascended rings, weapons, armor, and even precursor drops
9. Getting the WvW only legendary ring: Conflux
10. Because you think it's fun
Also you don't have to join a zerg if you don't want too. I know many people who don't like joining zergs and prefer either small groups or go in solo as a roamer picking people off or harassing large groups/zergs to buy their server more time before reinforcements arrive.
Lots of commanders who volunteer to tag up, (they can also hide their tag so their group remains private or they do so, so spies don't report their location. Yes spies are a thing although mild) view the gamemode like its an RTS. There's also the petty dramas between some guilds and players which further incentives some people to go back in there to prove they are better etc.
Not many other modern MMO's outside of ESO, New World, Albion Online, sometimes BDO, and sometimes Crowfall have these large scale open world player driven PVP areas. For the people that want that sort of gameplay WvW fits that niche for now.
Well yeah but it's sort of pointless, isn't it? Like, I've been playing Gw2 for the past few months because I can't seem to find an interesting MMO these days. So I got back into it, played a lot of PvE, got my legendary armor, got my skyscale. Ran out of non-repeating things to do so I figured ... what the heck might as well try PvP. So I went sPvP to get to know the gameplay since I haven't been playing for years prior to the past couple of months. All good, won some games, lost some games.
Then I went in WvW and it was just this mindless zergs left and right capping/decapping keeps all the time. After a few hours I felt like ... what's the point of it all? I even changed hero, went "meta zerg" build and moved on with the zerg, joined my server's discord to better coordinate with my teammates. But in the end, what's the point of it all? I get the same vibe in ESO btw.
If WvW was tied to some area taxation or something, that would've been great. There would've been a point in doing it, but right now it seems like a weird activity you'd do while can't be arsed to do anything else.
Structured PvP in that regard is lightyears ahead of WvW. It has plenty of maps and plenty of objectives and each game tends to be different. Especially for a thief player.
Exactly this. WvW doesn't have an impact on anything outside WvW instance, making it quite pointless (except for having fun doing those zergs). If that was done on purpose, then I don't know how nobody @aNet considered somehow tying up WvW to resemble state of the core game. It would've been 100x more interesting to do those zergs if it actually meant something, like claiming a land for my guild/race/whatever and having a measurable incentive for doing so.
Right now You just spawn in a massive map that's separated from the game and do things for the sake of doing things.
First off, this is subjective. People who go into WvW usually do it because it's "fun." Playing games are fun. If it's not fun you don't have to do it. This whole there is no point argument can be applied to anything really.
Seconally, there is a point or points for going into WvW outside of just fun, let me list them out for you:
1. Getting a Warclaw mount
2. Getting a gift of battle so you can craft a legendary weapon
3. Armor and weapons that you can only get in WvW
4. Titles and achievements that you can only get in WvW
5. Being able to use Guild Hall upgrades from the War Chest
6. Gaining WvW rank levels. If you manage to get to level 10,000 you'll get the title "God of WvW."
7. Gaining more WvW exclusive abilities such as: Provisions master, war gliding mastery, and trebuchet mastery to name a few
8. There's also a chance for Ascended rings, weapons, armor, and even precursor drops
9. Getting the WvW only legendary ring: Conflux
10. Because you think it's fun
Also you don't have to join a zerg if you don't want too. I know many people who don't like joining zergs and prefer either small groups or go in solo as a roamer picking people off or harassing large groups/zergs to buy their server more time before reinforcements arrive.
Lots of commanders who volunteer to tag up, (they can also hide their tag so their group remains private or they do so, so spies don't report their location. Yes spies are a thing although mild) view the gamemode like its an RTS. There's also the petty dramas between some guilds and players which further incentives some people to go back in there to prove they are better etc.
I was aware of at least half of those rewards, since I've farmed enough WvW to acquire warclaw to flex a bit, but thanks for extensive explaination anyway!
-subjectively speaking- some of the remaining rewards You've mentioned are just a bit wack to be considered a core incentive outside gameplay itself. Titles and achievements? Not quite interested in those; cool if I have something unique but people barely give a damn about those. And You don't have any special privileges by having a title.
Ability to craft legendaries? In theory they should be ultra cool, but eh, not much of stat difference outside hardcore PvE content as far as I remember, and the grind for those is just the opposite of fun. Only for most commited players, still not worth the hassle imo.
Of course this is all subjective for me. But objectively speaking, the % of playerbase even touching WvW seemed to be quite low back when I was playing last time. Otherwise they wouldn't have to restructurize anything in the first place, as this mode could've been actively developed if interest was high enough (common sense for me) and modernized throughout the years.
It would still be fun (and even more fun), if WvW was actually meaningful outside WvW itself, since You choose a faction, spend some time ona a Battleground with it and then log back to the proper game and forget it existed until You want to "have fun" again. Guild dramas etc is surely a wholesome experience if not taken too seriously, but having almos untouched chunk of gameplay for almost a decade cannot be excused "because it's fun for some people". I mean it can, but that only shows that players are forgiving waaaaay to much, making developers do lazy design (or don't do design at all lol).
Comments
Interesting way of concluding the fact that they cannot properly operate on their own code without fucking things up repeatedly at this point.
Right now? (if i'm not wrong) - your count is tied to the world you're commited to. Then there are periodical links which rotate pairs of worlds to shuffle playerbase around and prevent empty battlegrounds on certain worlds due to some players moving from one world to another over time. As far as I know it barely works anyway since people do coordinated rotations anyway.
After restructuring? - way of creating dynamic servers where alliances will be created every season (up to 8 weeks or so). Basically instead of creating an account on a server X, You'll put Your main guild as Your WvW guild and upon joining WvW you'll be then assigned to the according alliance. This enables guilds/players from friendly guilds to team up for a season and play on the same side without having to switch their mother world entirely.
If You don't have an active WvW guild but are still an active WvW player, you'll be automatically assigned to the alliance according to your participation and playtime, and if you're a new-joiner, you'll be able to pick the alliance regardless of the world You chose upon creating an account.
An alliance will be made up from multiple guilds and solo players. The matchmaking will destroy those alliances to be rebuilt anew each season, so that the playerbase of those alliances is kept sorted and doesn't always remain the same.
Important thing to note here - alliances will be filled up evenly upon creating, let's say you have several buckets and you throw rocks (guilds) to them in the manner of filling a bucket that is the least filled. Then You fill those buckets with a sand (solo players) and they fill the space between the rocks to maintain the same capacity between the buckets (alliances).
Remember that those parameters may be a subject to change upon/after this goes live. I hope I explained it more or less precise, since I'm not an active GW2 and WvW player right now and we still don't know all the details and I'm not an active.
Cheers
Personally I think it could've been the best part of GW2 if properly expanded and developed after the release. I always loved grand scale PvP and fighting for territories (especially if it meant having an impact on overall game events/mechanics and the economy to the extent). Sadly it's instanced, but the core idea always seemed fun. But every time I joined WvW i had to spend initial 10-20 minutes trying to find where the action actually is.
Of course people still play it. I still play it.
Not many other modern MMO's outside of ESO, New World, Albion Online, sometimes BDO, and sometimes Crowfall have these large scale open world player driven PVP areas. For the people that want that sort of gameplay WvW fits that niche for now.
Well yeah but it's sort of pointless, isn't it? Like, I've been playing Gw2 for the past few months because I can't seem to find an interesting MMO these days. So I got back into it, played a lot of PvE, got my legendary armor, got my skyscale. Ran out of non-repeating things to do so I figured ... what the heck might as well try PvP. So I went sPvP to get to know the gameplay since I haven't been playing for years prior to the past couple of months. All good, won some games, lost some games.
Then I went in WvW and it was just this mindless zergs left and right capping/decapping keeps all the time. After a few hours I felt like ... what's the point of it all? I even changed hero, went "meta zerg" build and moved on with the zerg, joined my server's discord to better coordinate with my teammates. But in the end, what's the point of it all? I get the same vibe in ESO btw.
If WvW was tied to some area taxation or something, that would've been great. There would've been a point in doing it, but right now it seems like a weird activity you'd do while can't be arsed to do anything else.
Structured PvP in that regard is lightyears ahead of WvW. It has plenty of maps and plenty of objectives and each game tends to be different. Especially for a thief player.
Exactly this. WvW doesn't have an impact on anything outside WvW instance, making it quite pointless (except for having fun doing those zergs). If that was done on purpose, then I don't know how nobody @aNet considered somehow tying up WvW to resemble state of the core game. It would've been 100x more interesting to do those zergs if it actually meant something, like claiming a land for my guild/race/whatever and having a measurable incentive for doing so.
Right now You just spawn in a massive map that's separated from the game and do things for the sake of doing things.
First off, this is subjective. People who go into WvW usually do it because it's "fun." Playing games are fun. If it's not fun you don't have to do it. This whole there is no point argument can be applied to anything really.
Seconally, there is a point or points for going into WvW outside of just fun, let me list them out for you:
1. Getting a Warclaw mount
2. Getting a gift of battle so you can craft a legendary weapon
3. Armor and weapons that you can only get in WvW
4. Titles and achievements that you can only get in WvW
5. Being able to use Guild Hall upgrades from the War Chest
6. Gaining WvW rank levels. If you manage to get to level 10,000 you'll get the title "God of WvW."
7. Gaining more WvW exclusive abilities such as: Provisions master, war gliding mastery, and trebuchet mastery to name a few
8. There's also a chance for Ascended rings, weapons, armor, and even precursor drops
9. Getting the WvW only legendary ring: Conflux
10. Because you think it's fun
Also you don't have to join a zerg if you don't want too. I know many people who don't like joining zergs and prefer either small groups or go in solo as a roamer picking people off or harassing large groups/zergs to buy their server more time before reinforcements arrive.
Lots of commanders who volunteer to tag up, (they can also hide their tag so their group remains private or they do so, so spies don't report their location. Yes spies are a thing although mild) view the gamemode like its an RTS. There's also the petty dramas between some guilds and players which further incentives some people to go back in there to prove they are better etc.
I was aware of at least half of those rewards, since I've farmed enough WvW to acquire warclaw to flex a bit, but thanks for extensive explaination anyway!
-subjectively speaking- some of the remaining rewards You've mentioned are just a bit wack to be considered a core incentive outside gameplay itself. Titles and achievements? Not quite interested in those; cool if I have something unique but people barely give a damn about those. And You don't have any special privileges by having a title.
Ability to craft legendaries? In theory they should be ultra cool, but eh, not much of stat difference outside hardcore PvE content as far as I remember, and the grind for those is just the opposite of fun. Only for most commited players, still not worth the hassle imo.
Of course this is all subjective for me. But objectively speaking, the % of playerbase even touching WvW seemed to be quite low back when I was playing last time. Otherwise they wouldn't have to restructurize anything in the first place, as this mode could've been actively developed if interest was high enough (common sense for me) and modernized throughout the years.
It would still be fun (and even more fun), if WvW was actually meaningful outside WvW itself, since You choose a faction, spend some time ona a Battleground with it and then log back to the proper game and forget it existed until You want to "have fun" again. Guild dramas etc is surely a wholesome experience if not taken too seriously, but having almos untouched chunk of gameplay for almost a decade cannot be excused "because it's fun for some people". I mean it can, but that only shows that players are forgiving waaaaay to much, making developers do lazy design (or don't do design at all lol).