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Pretty cool stuff. I love the ability to move around servers to expand the playerbase, but fighting for your home server always is pretty cool. However, WvWvW does not create seperate instances and it can fill up making you que. If you are stuck on a home server that is full of say NA eastern prime time players and you play then also it could fill up on you during your peak play times. Especially at launch. I don't forsee it being a big problem for all but the 2 or 3 most popular servers at launch, but at the same time those servers may be the strongest in WvWvW as home servers once the launch rush wears off. Also you can change your home server for a fee. What do you guys think?
From Guild Wars 2 Blog:
Some of our more astute fans asked about the complications involved with switching servers and how it would interact with world bonuses. Every account has a home server where your characters are created. You can only fight for your home world in WvW. You can visit other servers, and while you are visiting, you still get the world bonus from your home world instead of the bonus for the world you are visiting. If you switch your home server, you lose the bonus from your previous home world and are not eligible for the bonus for your new server at least until the beginning of the next battle for the Mists. We may extend this disqualification into the next match or possibly even longer to discourage people from switching servers right before a battle ends in order to get an awesome bonus. You will have to pay a fee to change your home server (price undetermined), and that will also discourage people from server hopping to chase world bonuses.
Some folks were curious if we would start a new WvW instance if a map fills up. Due to how the game is structured, this is not really something we can do.
Once we hit a population cap on a WvW map, we will have to let players either queue up to get into that map once space allows or select another map to fight in. We hate queues as much as you do, but they’re an unfortunate necessity for WvW, so we‘ll be focusing on trying to get our map population cap as high as possible before release to try and limit how often this will occur. But no matter how high the cap is, it’s just not possible to completely eliminate the possibility of a map filling up, so there is a chance of encountering a queue if you play on a server that tends to be very active in WvW or during times of high WvW population.
One important thing to note, though: one team will not be able to lock other teams out by “flooding” a map. You do not count against another team’s population cap.
Comments
I'm a bit disappointed that server transfers are not free. They could have just limited them to once per month or so to discourage hopping back and forth.
Coupled with the fact that if your server is full to the brim and everyone wants to WvWvW, you might end up having to queue every night.
Well you can hop between servers all you want for free. It is only changing your home server that is not free. I think it is a necessity. You have to build a kind of server/home loyalty somehow to care about competing with them in WvWvW. There has to be some kind of bond. Not just server hoppers which probably have the rage quit at beginning of warzones mentality because their team isn't a clear steamroller.
I disagree with you, respectfully of course.
I thought the WvWvW servers were persistant and open, due to all the comparisons that have been made to DAoC. I didn't know it was a glorified Wintergrasp with 3 factions.
Unfortunate.
have you even seen the size of the maps?
It's basically like an open world, honestly.
It is persistant and open.
Like DAOC it's a single part of the world, not the whole world.
And yes, you have to zone (instance) to get there.
Imo many are missing an important fact...
EACH of the FOUR WvW zones has a separate cap.
So, even if the central zone is capped you can still go raid the enemies home zones. And from what we've seen, it would be quite some bloodthirsty PvP server which whould manage to cap all four zones regularly.
So, imo, it would be a very rare occurrence to be barred from WvW altogether for any prolonged period of time...
(Current max per zone is 500 players, and it's bound to increase. That's 166 players per server per map minimum. 166x4 = 664 players in WvW per server at a time at least. Considering server sizes and the fact that there's quite a lot of other things to do in the game, I'd say it's quite a decent number)
The home server switch fee actually solves a few of the problems I was worried about.
Also, home servers were actually something I hoped they would do, so I am happy they are doing it.
I used to TL;DR, but then I took a bullet point to the footnote.
Even Arenanet needs to make money... its the PC gamingsociety thats sick because they want everything for free.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
I expect the per map server cap to be anywhere between 200 & 250 by launch, which is good. The best thing is that if it is full and the queue just seems to be ridiclously long you can just mess around in PvE or Structured PvP.
I think you calculated that wrong. I believe the cap is 500 per map (4 maps) for a total of 2000 players per Mist
Checking my source now. . . .
Try reading what Pilnk posted again. There's nothing wrong with it.
Good to know I'll be able to play with a friend from another server for free (if I ever make one).
I might have presented the calculation in an unclear manner.. It's because "server" means two things now - the WvW server where the fight takes place and the faction servers which send out their players to the WvW server. So...
"Current max per zone is 500 players, and it's bound to increase. That's 166 players per faction per map minimum. 166x4 = 664 players on a WvW server per faction at a time. Considering faction server sizes and the fact that there's quite a lot of other things to do in the game, I'd say it's quite a decent number"
Hope this clarifies things a bit.
So yes, it does add up to 2000 players per WvW server. However the main point is that there are separate caps per zone.. Which means that you might not always have the choice in which zone to participate, but you'll probably be more likely to have a spot in WvW overall.
These guys are always thinking outside the box. This system combines the best advantages of one shard systems (like eve or CO) and games in which server loyalty plays a role. Youll be able to play always in pve with a healthy pop cap if you wish and at the same time pvp will require some dedication and learning to work with people in your server.
This is the system that could have saved Warhammer, if they had put it there from the start.