Raf Longshanks-80 Norn Guardian / 9 more alts of various lvls / Charter Member Altaholics Anon
(edited by Raf.1078)
We used a couple of Omega Siege Golems in taking of a keep, then parked them in Garrison to save for further operation. Only to have a (supposedly) noob wvw’er take off in one and lose it fighting an Iceworm. He refused to bring it back…said he didn’t care who built / paid for it…etc..etc…
Those kitten things are expensive. Is there anyway to give us the ability to lock them down when not in use and pass the “key”, as it were, to another player if we have to leave?
Or maybe have accessible only to the Guild of the person that made it?
(edited by Raf.1078)
Do you mind if I propose an alternative? If so just let me know; I can remove this post from your thread and repost it as a separate suggestion.
I’d like to see a simple guild-based rule for golem access control:
Rationale:
This system would allow for reasonably-secure construction, storage, and handover of golems. Any guild which wants to maintain a “private stash” of golems would need to claim and defend a structure. Anyone who doesn’t want to deal with the complications of guild ownerships can simply park their golem in the spawn area (tacitly accepting the risk that a newbie or spy will destroy it).
This system would still, of course, be vulnerable to griefing. A truly dedicated jerk with a one-man guild could claim a tower, hijack a golem from the spawn area, march it to his tower, and then park it there so that it becomes unusable to the rest of the team (and then repeat the process until he has a private golem menagerie!).
I like the idea of a frazzled WVWer zoning into Lion’s Arch and shouting, “If there are any [foo] players in here then please get over to Eternal Battlegrounds ASAP! You’ve got five unmanned golems and we’re forming up for an attempt on Stonemist.” Perhaps the SM attack is a poorly-organized effort led by a junior commander. Perhaps it’s actually a feint. Perhaps the [foo] guild has a major group operation scheduled to begin 20 minutes hence, and so they decide to conserve their strength. Perhaps a few impetuous [foo] members decide to join the assault anyways, lose their golems, and then get demoted or /gkicked for disobeying orders. Lots of possibilities
I’m not going to disagree with you at all. Cause any kind of control is better than what we have right now. I’m open to whatever ANet might be able to come up with.
That said, Omega Golems take 5 Alphas to make. The ownership of that Omega ought to go to whomever…or whatever guild threw down the build site. Guild Ownership would be a better fix. And probably easier to implement than a “locking” feature, I would think.
I’d like to see a simple guild-based rule for golem access control:
- if an empty golem is within a claimed structure then it can be piloted only by a member of the claiming guild (in practical terms, “within the structure” will simply mean “within the coverage area of the guild’s WvW buffs”)
- if an empty golem is within an unclaimed structure (or the spawn area, or in the middle of a field) then it can be piloted by any friendly player
Problem senario: Guild has seige golems. Zerg takes structure. Some one from a diferent guild claims structure before Guild can. Guild members leave golems, for whatever reason, not realizing Guild didn’t claim structure. Now they can’t get back in because those golems became the effective property of random other guild.
I think the best options is an object debuff. I will call it claimed. The debuff lasts for X minutes after someone leaves it. The person who left it has the buff claimed that can be dismissed by clicking it or something. If the buff is dismissed the debuff is automatically dismissed as well. That way someone can get out, and while they can’t hand it off to a specific person they can dismiss it allowing someone else to claim it. It would probably be easier to deal with, if somewhat less secure.
Or make them “tick-able” like all Seige? As long as they’ve been ticked, it belongs to that person. That way someone who has to leave can send a PM to another person or guild with the last timestamp tick…and if someone forgets to tick it and someone else claims it? Then so be it.
But if its its in a keep thats been taken, all the enemy can do is destroy it like they should be doing with all seige anyway.
(edited by Raf.1078)
The way I see it, if you leave it, it should be fair-game (just like with any other siege equipment). However, it should be treated like other siege weapons, where the creator can kick out the current occupant and enemy players can only destroy it.
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