therefore im sorry if i just posted some outdated stuff
also maybe a similar thread exists already, in that case im sorry for double post.
yeah this is kinda q.q-thread so if u dont have a constructive criticism about it, plz ignore it =)
So for people who dont know the system in gw1 each cap.point got a regen for each member standing on top of it.
so if one blue member is stand on it. it gets +1 life-regen. if two stand on top of it it is +2 and so on.
If an enemy stands on top of it it gets -1 (of your point of view) so if two blue guys and one red guy standing on the point the point the point has a +1regen for blue side.
hope u get the idea
and i want that system in the sPvP of gw2 cause i see it so often that a guardian defends a point alone for minutes against three people (if thats due to stupidity of the three guys is not of the discussion here :P). Resulting in a number disadvantage on the other points of the map. I also have seen that a standard thing is that a guardian is sent to the fortress (forest of niflheim) while the rest of the team slays the creature and caputes their point, while guardian defends attackers against fortress (that may appear there) (thast was in the few tournament matches i played with some friends of mine, maybe i am wrong here)
stuff like that wouldn’t happen if the capute point system of gw1
I’d like to hear your opinions on this =) and freel fre to criticise me
I was frustrated with this at first as well, but I believe it’s simply a matter of the developers not wanting to encourage groups of people moving together throughout the map capping points. In gw1 there was a game mode called Alliance battles which was essentially a 12v12 point capture pvp. Most players simply rotated around the maps in large groups capping as they went. It was very stale and boring imo. By limiting the max people that can cap a point to 1 I think it encourages the rest of the team to move on and do other things while 1 person stays to cap.
yeah thats what the developers what but all is see is my team balling on 1 point while the enemy caps the map -.-
^^
I think the end result of the current capture system is precisely that players are encouraged to simply roam about in groups. Its so incredibly quick to neutralize a point that many times its just more advantageous to roam than to play point defense. Because it is also a proximity capture system in a game where movement is so essential, it all the more makes it difficult to defend.
I much prefer the system of having a central node at each control point which needs to be interacted with for some given period of time to capture the point. To me, it encourages defense and introduces a variety of subtleties to capturing and defending which enrich the game.
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