A Great Big World I Really Want It

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Nguyet Edmondson

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Aug 5, 2024, 2:46:14 PM8/5/24
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Thereare countless hard working players, often solo, who keep their homelands going - roaming, scouting, running yaks, repairing structures, building siege - often with no participation. These are the ones I'll miss - in game we see their names and have fun with them - but as WvW has moved on they will simply appear as filler to make up the numbers.

I'm lucky to have been on AR for many years, where we had both good solo and roamers, small guilds, plus a great friendly AR guild. Of course our AR guild still remains. However, with the servers replaced by Mega 'Corporations', where is loyalty ? Our player base is now constantly changing - why should solo and small guilds still run yaks. Anyhow its all beyond me now - WvW is becoming too much like real life ?.


For many of us these past few years in WvW have been a slow moving train-wreck culminating in these server shutdowns. However, none of us should feel bitter about it, as it takes large number of dedicated people to make it all work. Personally, I'm taking a break from GW2, and hope to return when things settle down. I'm already missing my fellow guildies and others from AR. Hopefully WvW will come out of this better than before.


Worth reminding that the people who are enjoying it are the ones on a dominant shard. The ones who are getting steam rolled have every right to express their frustration, or as you put it, doom and gloom.


Can't make this up, game called guild wars 2 and people crying they have to have social skills and organize with a guild in wvw....didn't you people complain for 12 years that there was no GVG or guild focused content???


People just cry about every little thing when it comes to wvw..........G U I L D WARS NOT SOLO WARS. the reconstruction is great, I was tired of being tied to a server with people that ran awful tags, now we can actually create alliances and play with people we synergize with.....G U I L D WARS imagine


Anyone complaining about this system is only complaining because they aren't understanding how a guild rating system works. It's no different than if a pvp ranked season ran its very first season and everyone started at 0 MMR.


Not for everyone at the same time. I can either play WvW with my guild mates from my main guild (set this guild as my WvW guild) or I can play with players from my WvW-Community/Alliance guild (set this guild as my WvW guild). Because WvW community/alliance guild is close to 500 players and accepts only WvW regulars because of this limit (and my main guild has not a lot of WvW regulars). Not complaining, just an example.


Still there are flaws. EU 6 has a big population imbalance. The system also do not recognize which Guilds are Roamers and which are Zergers. So that leads and ends up with teams which are overstacked with Zerg Guilds and others which do have like trillions of roamers. Also my Team is much likely a graveyard during daytime. There is simply no soul on the maps beside some PUG's which do the dailies.


>That is indeed a big problem and why the real alliance system should still come. WR will never solve that because some Alliances (Guilds) are only a pool and the system will never see what type of guilds are in that pool.


The participation rates come from the players individually. However, due to the nature of how this is all working, when you select a guild to be your wvw guild, the guild as an entity picks up your participation rate and adds it into the pool of all the other player's participation rates, for the purpose of how to match you and where. This is literally a guild rating system. That's the whole purpose of it my guy.


If you chose NOT to select a guild as your wvw guild, it will take your own individual participation rate and place you as a yolo somewhere wherever it thinks you belong. But if you do nominate a guild as your wvw guild, it considers ALL the people's participation rates who are in your guild, as one entity, and places you ALL together wherever it feels you should be.


The participation rates come from the players individually. However, due to the nature of how this is all working, when you select a guild to be your wvw guild, the guild as an entity picks up your participation rate and adds it into the pool of all the other player's participation rates, for the purpose of how to match you and where. This is literally a guild rating system.


That's not how the system actually works at the moment. If an account has never selected a WvW guild, the account will not be placed on a server/team but can freely choose any WvW server/team once. That's exactly what I did today with two alt accounts that had not yet participated in any WvW beta and had not yet selected a WvW guild.


The participation rates come from the players individually. However, due to the nature of how this is all working, when you select a guild to be your wvw guild, the guild as an entity picks up your participation rate and adds it into the pool of all the other player's participation rates, for the purpose of how to match you and where. This is literally a guild rating system. That's the whole purpose of it my guy.


This is a grievously flawed way of making teams. A sum of the parts=whole doesn't apply to wvw. 25 skilled players, that organized under 1 purpose bring vastly more combat power than 25 skilled players randomly lobbed together. Further, not all participation is equal, because guilds have commanders which enhance the participation and productivity of everyone else.


The system also do not recognize which Guilds are Roamers and which are Zergers. So that leads and ends up with teams which are overstacked with Zerg Guilds and others which do have like trillions of roamers.


But how would that work? My guess is that as far as the matching code is concerned, a guild is a guild is a guild. How would it be able to determine what the players in a given guild are using it for, which could well change depending on which members are logged in at any given time? A guild's zerger population might mostly play during time A, where most of its roamers might instead be active at time B. How would it then be able to adjust matchups on the fly to make sure it's properly balanced (and whose definition of balance would be relevant)? I doubt this is something that's even possible.


So since everyone who selects a guild plays with that guild, the guild becomes the old server system. I don't think the match maker is doing ANYTHING DIFFERENTLY in terms of which servers get placed against which servers. It's just that now it's which guilds get placed against which guilds.


In other words, it would seem that the guild alliance we select is our new server, and it will be tallying the score for our guilds for match making, in the same exact way it would have tallied a server for match making.


OK but on the original point I was responding to, I'm still not convinced that those 3 indicate their algorithms are going to know the difference between a zerg guild and a roaming one. "Predicted participation" presumably refers to the tiers and pips distribution; if it refers to something else that would be confusing. The "player sizes and activity" is almost certainly just a raw numbers thing, checking how many people are in the game mode actively earning "participation." IDK if "victory point disparity" or any of the rest of it would even factor into a matching algorithm knowing whether a given guild on a team is for zerging or roaming.


In September 2023, ArenaNet announced that Alliances were deprioritised, wanting to release the main World Restructuring changes first In December 2023, an interview with ArenaNet's Game Director revealed that they're looking at solutions for allowing "super guilds" that don't require the investment that Alliances would."

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