Wintersday is for the Charr, also Meatober.
Hello im an avid wvw player now. i find it amazing and enough to quench my thirst for larger pvp battles. but something is missing.
in teir 1 wvw and im assuming most other teirs strategy is to mass into one zerg with a few that do their own thing, scout, or defend a location long enough for a large zerg to respond. this is kinda fun ill admit but lacks any real strategy. and cordianating pugs is like herding blind crippled dead cats. in otherwords near impossible.
WHAT PROPOSING IS a secondary “green” commander tag. to allow another commander to issue commands to others without having to lay out complicated commands to large numbers or seperating zergs. and 2 to have the amount of friendly players requested/in area by the commander as well as the lesser commanders, and the amount of resources these commander groups posess.
green commanders should only be allowed to request up to 20 players and once they have that amount their icon should vanish from map untill their population drops below that for all but the blue commanders (to prevent distraction from the leaders mob). these tags should always appear for commanders as well as allowing icons to know wether the commander is in battle (red icon that only a commander will see the change).
the reasons for allowing only commanders to see these icons at cap is to prevent spying (its funny that people do it in a game, lol and its also funny people like me want to prevent it) so that if some one pops their commander tag and you dont recognize them you can know that they are spying (and hopefully allow commanders and lesser commanders to block their info from being shared with these unscrupulous sabatours. not a perfect fix but would need a more dedicated spay group). npc commander tags should only appear as yellow icons for break out events ect. commanders should also be allowed to set a requested limit if 2 or more commanders are present up to infinity, man power permitting.
im asking for these things not so much because something is wrong with wvw. i just see an opportunity to do more with it and make it thrilling to win and crushing to lose if youre outplayed and out manuvered as opposed to out zerged. (10 man teams attacking 5 camps then group together to form 20 man teams to assualt towers dont give a large zerg much time to quickly respond.) just a thought i admit i enjoy large zergs too and i dont feel really bad or beaten if my 14 man team gets run over by a 50 man zerg. which kinda goes with anets philosophy. but funs gotta be in there too and i want to maximize it.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.