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When it comes to the WvWvW (World vs. World vs. World, often just referred to as “WvW”) system in Guild Wars 2, it has a lot of promise but also has some major flaws. There have been quite a few attempts to make the system better, and while they have helped slightly, the main problems are still present. Throughout this article we are going to take a look at the issues that are found in the WvW system, as well as why they are problems.
Alliances
This is a hot topic among players because it appears to be about half and half on who is for and who is against alliances when it comes to the WvW system. Essentially it all boils down to the following views:
•Those who like the alliances are because they help fix a problem with the server matching (which we will take a look at later in this article)
•Those who are against alliances are because either they just play the game for fun and are not as worried about winning or losing, or because WvW should be a match where all teams are against each other
I fall in the second group, and a major reason for this is that the game does not set up a method for creating alliances. The only way to really get teams working together is if they are spanned across multiple worlds, or if the commanders hang out in the same Ventrilo (or equivalent) chat to keep in touch with one another. This seems like a pretty big reason not to support the alliances, and they usually do not work out as well as people hope anyways, being that anyone who is not in the loop is not likely to listen and follow orders. This is especially true in off hours of the day, where the population is lower. During these periods players are known to break alliances either out of not knowing about it or just because they want to.
Please note that this is not saying that alliances, were they to be supported by Arena Net, would not be a good idea, but rather the current implementation by players is not. All of this is caused by the population differences and server matching, which we will look at now.
Server Matching
Every Friday the WvW system is temporarily disabled so the worlds can be ranked and be matched up against others again. This happens by putting the worlds in brackets in sets of three. In essence, this is creating a type of handicap, in that worlds will (theoretically) be against other worlds of a similar competition level. If one world is doing very well, for example, they will move up and face tougher opponents. Worlds that do not do as well, however, can be lowered in rank to be against easier opponents.
It is important to realize that the world matching has no effects other than to choose who the opponents are for each world. It has no negative (or positive for that matter) benefit to move up or down ranks. At the end of the day, the goal is for the lower ranked worlds to be fighting one another, while the higher ranked ones fight amongst themselves.
Now, where this becomes flawed at is when you consider the fact that while the groups are set in blocks of three, this means that one world could be very strong while the other two are much weaker. This is probably the biggest reason why some commanders then try to set up alliances, but as stated in the previous section this just is not that efficient.
The world matching becomes an even bigger problem when you end up dealing with some that appear to be stuck in limbo. Sometimes a grouping will persist for weeks at a time, leading to irritation among the players of both the stronger group (as they are forced to keep fighting players they are much better than), as well as the weaker group (as they keep fighting a losing battle). Over time it ends up at a point where players on the lower end will stop doing WvW altogether, aside from some small groups of players here and there. It leads the battle in to a state where it is more dead than alive, pretty much killing the WvW for up to a week at a time. A lot of this could be fixed with some changes to how the populations work.
Population
Each world is its own server. More or less this means that they have their own population of players (we are excluding the “visiting” part, since we are dealing with WvW). These players are the ones that will be representing their world throughout the week in the different battlegrounds.
We have talked about some worlds being “stronger” than others, and this is where it is time to make a clarification. The WvW system does not do a very good job at keeping the populations from each world consistent. For example, if you are on a less populated world you will often get a buff called “Outmanned,” which is given when the number of opponents in the battlegrounds you are in really outnumber your own world. It is when this buff shows up, for any world, that you start to notice huge differences in how the battles go. And this makes sense, when you think about the effects of one world zerging another. Regardless of how organized a world is, if they are outnumbered bad enough it makes winning the battles extremely difficult.
The population issue ends up facing the snowball effect, in that once a side has the Outmanned buff, their population (at least in WvW) starts to dwindle off even more. Players start deciding that they will just take a break for however long is left in the round (so until the next Friday), and this ends up being exacerbated by the fact that the players that actually want to take part in WvW are then Outmanned even more often.
For the other sides, this is also a problem. Many of us play for the fun of sieging, and as such love challenges. When one side has pretty much given up and decided that they are no longer going to take part, the entire challenge is gone and there is little to no action, at least not in an even decent scale. There are still fights here and there, but generally what you will see is just camps being flipped, and the occasional tower, rather than keeps or the castle.
source:mmosite
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