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[GW2] Tiers

Is it that you believe it is impossible to have a League that doesn’t consist mostly of a few strong teams overmatching a large number of weaker teams? Is it not feasible for ANet to come up with a draft or seeding system that mitigates against that? I believe they can learn from the mistakes of this last season and give us a much improved version next time. Maybe you think that’s beyond them – if so you may well be right, given the litany of failures in similar circumstances since launch but I prefer to remain optimistic.
Bhagpuss

Yes. No. Even balanced tiers may be beyond possibility given the current server structure due to the spread in weight classes.
Continue reading [GW2] Tiers

[GW2] “A Good Fight” Part 1

I admit that I don’t have much of a competitive bone, so I need someone else to help me understand the meaning of this elusive term, “good fights.” Exactly what would be defined as one?
Jeromai

I characterize “a good fight” as one with roughly balanced forces, where “balance” mixes quality and quantity. This applies to the two levels at which WvW takes place.

WvW competition happens at two levels: individual fights and overall score (“PPT,” points per turn). Individual players are rewarded according to individual fights, where you get points for kills and captures. (There are rewards for defending, but the system is weighted towards rewarding offense over defense. More on the virtues of defending below.) Servers are rewarded according to how many objectives they control over time (plus points for stomps). This post addresses the server level (“a good matchup”), and tomorrow we discuss the individual fights (“a good fight”).
Continue reading [GW2] “A Good Fight” Part 1

[GW2] Weekend WvW: Bully on the Block

This week, the dice came down differently, and Isle of Janthir is the top seed in NA Bronze. This still leads to poor WvW, this time with us as the big guy. It is not as horrid a mismatch as Season One intentionally created, but IoJ took an early 20,000 point lead and has the second-highest score in NA. It is not “hold almost every keep on every map” unbalanced, but it is “flee before the larger zerg or die” unbalanced.

I had not seen a WvW queue on IoJ for over a month, so this week we get the bandwagon. This is a major factor in degrading the WvW experience. The winning team grows while the losing team shrinks as fairweather warriors follow the wind. The players in that swollen zerg have less experience, which nullifies the lone benefit we saw in the Season: developing a skilled core who could strategically fight against larger numbers. The average player is shaky on how to deal with opposing siege, and my limited time in WvW this weekend has not brought me into contact with our better commanders. Perhaps the ones who are on now are better militia coordinators and therefore better for the population we have on now, as opposed to precise folks who will not put up with ill-disciplined rabble.

Because the weight classes are closer, I did find good fights. In the Saturday night queue, guild members reported a stirring zerg vs. zerg vs. zerg fight on the order of 40-60 people from each server. Thumbs up! In off-hours fights, I had trouble finding relatively even numbers. We found some enemy zergs, but it was easier to tell we had more people once the bodies started falling. It wasn’t the instant faceroll 80 vs. 20 fights we have been the “20” of recently, but 50 vs. 30 is still a roll unless the 30 are much better. You cannot be just a bit better when zergbusting, because one person killed on your side can rally a half-dozen downed on their side, so it is hard to chip away at that 50.

I expected Crystal Desert to be carrying its matchup away, but they’re only about 10,000 points up as I type this. It is looking like our WvW weight class would be best suited by IoJ, North Shiverpeaks, and Henge of Denravi, but that is an unlikely trio given that tiers are trios. The dividing points round some servers up and others down in a way that is unfortunate given a spread that does not quite work out to trios.

: Zubon

Props to Fort Aspenwood for rocking tier 2.

[GW2] Insulation-Breaking Gold in sPvP

A few turns of the moon ago I wrote about Guild Wars 2 having structured PvP (“sPvP”) as an insulated game separate from the first game. This last update has made one slight (from a gamer’s perspective) change that I feel is going to start felling that wall of insulation separating the first game (PvE et al.) from the second game (sPvP). The change is that sPvP is now part of the Guild Wars 2 economy.

This morning I did a very brief test. I played two rounds of sPvP on a random server (8v8). I lost one round and won the second round along with getting a bunch of top player points (more Glory). I made about 25 silver and around 300 Glory and change. (I meant to do more, I apologize, but a Scarlet Invasion and then Toypocalypse stole most of my time last night.)

Getting a dozen or so silver each match is a new thing. It does not compare to PvE champ farming or dungeon speed-running, but it is also a non-negligible amount. The most important thing is that the umbrella currency of gold does not become stagnant simply because one wants to play sPvP. Continue reading [GW2] Insulation-Breaking Gold in sPvP

[GW2] Wintersday End

It’s funny that I knew what Jeromai meant the second I saw his recent post title “A Very Merry Leisurely Wintersday”. It had already been mulling over the exact same thoughts. It’s the combination of Colin’s announcement that this recent Wintersday/Aftermath update was it until January 21, 2014 and the ease of the update that makes it feel leisurely. In one sense it feels like Guild Wars 2 is over for 2013.

However, I felt more like Jeromai in that I all of the sudden became a master of my time again. I wasn’t worried about WvW or getting up that dang tower one more time. The world was opened up before me. I am still mulling over whether this is a good or bad thing, and my gut check is that the roller coaster of Guild Wars 2 is better than not. Continue reading [GW2] Wintersday End

[GW2] Cost and Value

The new agony infusions do a great job of showing the difference between cost and value. A one-unit increase in value doubles the cost.

They work like this: +1 agony (resistance) infusions drop. You can use one in an infusion slot to give an item +1 AR, or you can combine it with an identical infusion to increase its number. Two +1s get you a +2, two +2s get you a +3, and so on. It can be fun in guild chat to see someone who has never seen how quickly doubling numbers grow. You need 16 +1s to get a +5 and 512 to get a +10.

Assuming a trading post cost of 20s per infusion (the last time I looked), a +5 infusion costs about 3.5g, including the cost of combining them. A +10 infusion would cost 102.4g, which rounds off nicely to 110g when you add another 7.6 for all those combinations. A +20 infusion would cost nearly 8000 gold ($1,876 at the current gem exchange rate) just for the combination costs and would also need more than a half-million +1 infusions.

: Zubon

[GW2] Revaluing Alts

Part of the allure of a horizontal endgame is that you can play alts freely. You get a whole stable of them, and you play what you want to play tonight (or what your guild needs) rather than being locked into the one character that has raided enough dungeons to be viable in the current endgame. I made 11 level-capped characters in City of Heroes and was only frustrated by the introduction of an endgame system that added character-based advancement.

Guild Wars 2 spent the first year gradually devaluing alts by adding character-specific advancement. The second year has started converting that to account-based progress, adding value to alts.
Continue reading [GW2] Revaluing Alts