Tip Your ServerJune 6, 2014 at 10:51 pm | Posted in Guild Wars 2, mmorpg, PvE | 8 Comments
Tags: Guild Wars 2, MMO, mmorpg
After megaservers were announced for Guild Wars 2 I probably should have posted my thoughts, but without actually experiencing it there wasn’t much to say. Sure I could talk at length about the information presented, but as presented, it was nothing but a public relations masterpiece. I don’t think megaservers are a bad thing and I’ve defended them to people who have nothing more to say about them than “they suck” but there are drawbacks as well as strengths.
I think one of the major things you have to understand is just how successful Arenanet was at presenting megaservers as something other than server merges. They’ll never again have to mention the closing down of a server for their game, because aside from WvW there is no differentiation anymore. No worries about bad press, or negative nancies freaking out on forums or elsewhere about how the game is “dying.” Arenanet turned waning numbers into a huge marketing victory. Gaming “press” and fansties just ate it all up with nary a word about the possible negative connotations. Serious kudos are in order.
Not that I’m saying player numbers are shriveling up or anything. Who can tell? Suddenly after megaservers every single zone, everywhere, was filled with other players. It breathed new life into the game. There were plenty of times in the lesser traveled zone that I got the distinct impression I was the only one there. Now I can’t get the frick away from people. Doing anything alone is nigh impossible.
But try telling the temple zerg on my server that megaservers are a good thing. From launch there was a strong Northern Shiverpeaks temple zerg community, nightly raids on the major temples in orr thanks to a few community orientated folk. It grew to a point where it was one of the strongest things NSP had going for it, all without any major rules. Just show up at reset and start doing the temples that no one had completed, which on NSP meant all of them, because we were/are a low population server.
With megaservers, we can’t do that. People do the temples in every instance all the time now, so there are no guarantees that the temples will be ready to go. To keep it alive some of the Zerg put together a guild in order to try to complete temples together. It’s mostly successful, but it is a real struggle trying to find maps that have temples ready to go. There’s quite a bit of waiting and therefore a lot of unhappy angsty people whinging about how megaservers are the worst thing ever. Admittedly it’s no good for my temple zerg guild, but finding a group for any other event chain in the game is a piece of cake.
Being apart of this temple zerg guild, I’ve discovered a few things I hadn’t realized before. There is an /ip command to see the IP address of the instance you’re in. Guild scouts try to spread out and get into different versions of each map to see if temples are available to do. There are usually around 3 different instances of each orr map and these maps rotate in and out of activity.
Therefore mining nodes change position pretty consistently, making it hard to find them in the same spot more than a day or two in a row. This is possibly one of the reasons orichalcum has risen slightly in price on average. If you put the average price as a graph from the 15th of April it would pretty much be a straight line going up.
That said I don’t have a long list of complaints or compliments. This is just about it. Maybe the algorithm could be tweaked a bit so that I’m put in the same map with party members more often, and guild members to boot. Certainly guild bounties would be less stressful that way. But aside from that, I’m pretty happy with the system overall and the way Arenanet obfuscated declining player populations was admirably clever. I for one don’t enjoy reading doomsayer “fans” who can’t grasp that it’s a natural part of the lifespan of a game.
So. Yeah. Megaservers. That’s a thing.
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