WvWvW: Idea for Orb Re-vamp

WvWvW: Idea for Orb Re-vamp

in Suggestions

Posted by: Lord Titan.3791

Lord Titan.3791

Hey everyone,
Before I start I’d like to state the problem with the previous version of orbs.
- Hackers were a serious problem due to how easy it was to obtain the orb and return it to their keep. Since the bonuses were given server wide once the orb was placed in a keep this made it completely open to hacks/glitches.
- Winning/higher population servers could easily obtain and hold all three orbs during a week, leading to them furthering their advantage over the lower population servers.

Now here are the advantages to the orb
- Provided a high value objective for servers to obtain/hold, thus giving zergs/guilds/teams something to due rather than “farm badges”.
- In certain cases, when a lower population tier obtained the orbs it would give them the slight edge they needed to push harder.
- Increased map activity and overall WvW population.
- Provides for more strategical play.

My new idea:

What I had in mind for orbs is far different than the previous setup, but in my opinion fixes many of its flaws.

New Orb:
- Players within 2,000 range gain 250% Health and 500 all-stats divided by the number of people within the 2,000 range.
- When held player has -15% move speed.
- Upon downed the orb is dropped, re-spawns in 30 seconds if not picked up.
- Location visible on map, but not above specific players head.
- Allies see a 2,000 range white ring(similar to the pulse given off of warriors banners) around from the holder.
- Enemies see a 2,000 range red ring around the holder( pulses every 3-5 seconds).
- When placed in a keep all players within the Lord rooms capture circle gain +10% health and +100 stats, regardless of numbers.( Cannot be taken from keep until the keep is captured by the opposing force).
Why I think this would be a good idea.

- Provides outnumbered troops a chance to fight superior numbers.
- Over populated servers are forced to split their troops in order to utilize the orb correctly.
- Provides a secondary objective and promotes more strategical play.
- No benefit from hackers.

Please feel free to give your opinion on why or why not this idea would benefit to WvW. Also would love to hear some feedback from the A-Net team on this.

Titan[PAXA]/ Warrior

Titan/Mr Brains

WvWvW: Idea for Orb Re-vamp

in Suggestions

Posted by: katniss.6735

katniss.6735

Cannot stealth, portal, or jump with the orb.
The hacks required going under/through the map using a jump mechanic.

Can’t place the orb, can only carry it to buff teammates. Player with orb receives no buffs, and a 10% movement impairment.

If the orb is dropped, it can be “kicked” around. If the orb is not picked up within 30s, it will hatch a dragon and kill everyone.

Server: Maguuma – Leafy Lass – Elementalist (WvW)
Guild: Bill Murray [Bill]/ [DERP]
twitch.tv/mlgw2

WvWvW: Idea for Orb Re-vamp

in Suggestions

Posted by: Feed Me Change.6528

Feed Me Change.6528

Orbs will never be a solid object again, won’t happen. Any new orb will be some kind of “stay and cap these points to earn buff” deal. Hold a certain number of points and you get a buff, lose them and it’s gone but you can recap quickly to earn it back.

Stationary areas, kind of like the capture points in sPvP, or supply camps in WvW.

Server A holds 2 of 5
Server B holds 2 of 5.
Server C holds 1 of 5

A and B will be trying to capture that 3rd point to give them the buff and C will be trying to stop it, resulting in many skirmishes just for a buff. This leaves smaller teams the ability to get caught up in “Orb Wars” while the main force is attacking/defending towers/keep/garrison. This will also allow for each server to have a “fair” chance at getting it, no more keeping an orb just because you have a T3 garrison or T3 hills, holding an “orb buff” will be an accurate representation of who is on the map. Server C could own NOTHING on it, but still control the “orb buff” for Server B’s map.

ps: hi titan i miss you

NSP>ET>SoS>BG>ET>SoS>JQ>SoS>Mag>JQ
My fun laughs at your server pride.

WvWvW: Idea for Orb Re-vamp

in Suggestions

Posted by: Mist Y.5214

Mist Y.5214

If the orb is dropped, it can be “kicked” around. If the orb is not picked up within 30s, it will hatch a dragon and kill everyone.

If this was the entire thread, I would +1 it.

WvWvW: Idea for Orb Re-vamp

in Suggestions

Posted by: Lord Titan.3791

Lord Titan.3791

Orbs will never be a solid object again, won’t happen. Any new orb will be some kind of “stay and cap these points to earn buff” deal. Hold a certain number of points and you get a buff, lose them and it’s gone but you can recap quickly to earn it back.

Stationary areas, kind of like the capture points in sPvP, or supply camps in WvW.

Server A holds 2 of 5
Server B holds 2 of 5.
Server C holds 1 of 5

A and B will be trying to capture that 3rd point to give them the buff and C will be trying to stop it, resulting in many skirmishes just for a buff. This leaves smaller teams the ability to get caught up in “Orb Wars” while the main force is attacking/defending towers/keep/garrison. This will also allow for each server to have a “fair” chance at getting it, no more keeping an orb just because you have a T3 garrison or T3 hills, holding an “orb buff” will be an accurate representation of who is on the map. Server C could own NOTHING on it, but still control the “orb buff” for Server B’s map.

ps: hi titan i miss you

I like that idea as well but I still think that my own would be a viable addition. Care to explain why it wouldn’t be?

Titan[PAXA]/Warrior

Titan/Mr Brains

WvWvW: Idea for Orb Re-vamp

in Suggestions

Posted by: Lord Titan.3791

Lord Titan.3791

Any other opinions on this? Would love a constructive discussion.

Titan/Mr Brains

WvWvW: Idea for Orb Re-vamp

in Suggestions

Posted by: Feed Me Change.6528

Feed Me Change.6528

Orbs will never be a solid object again, won’t happen. Any new orb will be some kind of “stay and cap these points to earn buff” deal. Hold a certain number of points and you get a buff, lose them and it’s gone but you can recap quickly to earn it back.

Stationary areas, kind of like the capture points in sPvP, or supply camps in WvW.

Server A holds 2 of 5
Server B holds 2 of 5.
Server C holds 1 of 5

A and B will be trying to capture that 3rd point to give them the buff and C will be trying to stop it, resulting in many skirmishes just for a buff. This leaves smaller teams the ability to get caught up in “Orb Wars” while the main force is attacking/defending towers/keep/garrison. This will also allow for each server to have a “fair” chance at getting it, no more keeping an orb just because you have a T3 garrison or T3 hills, holding an “orb buff” will be an accurate representation of who is on the map. Server C could own NOTHING on it, but still control the “orb buff” for Server B’s map.

ps: hi titan i miss you

I like that idea as well but I still think that my own would be a viable addition. Care to explain why it wouldn’t be?

Titan[PAXA]/Warrior

The main reason ANet took out Orbs is because they were a physical item that could be hacked via teleporting or flying, or by PvDooring in the off hours allowing for the stronger server to always end up with all 3 orbs. This lead to the better server with a 15% boost after the weekend. In order to replace the “old” orbs, they have to develop a hack proof way to do that. Meaning it can’t be a physical object. To me, capture points would be the only way to do this.

Allowing them to become a “cap and hold” changes that stigma and allows for a very small group of players on 1 map to hold the “orb buff” for their server.

It also pulls in a very interesting open-field dynamic. Does a server choose to hold the spots with a decent percent of their forces or pull those forces out (letting another server cap) to defend something else? Does the attacking force only cap the points to pull the other server out from behind their keeps/tower opening them up for other kinds of sneak attacks?

NSP>ET>SoS>BG>ET>SoS>JQ>SoS>Mag>JQ
My fun laughs at your server pride.

WvWvW: Idea for Orb Re-vamp

in Suggestions

Posted by: Lord Titan.3791

Lord Titan.3791

Orbs will never be a solid object again, won’t happen. Any new orb will be some kind of “stay and cap these points to earn buff” deal. Hold a certain number of points and you get a buff, lose them and it’s gone but you can recap quickly to earn it back.

Stationary areas, kind of like the capture points in sPvP, or supply camps in WvW.

Server A holds 2 of 5
Server B holds 2 of 5.
Server C holds 1 of 5

A and B will be trying to capture that 3rd point to give them the buff and C will be trying to stop it, resulting in many skirmishes just for a buff. This leaves smaller teams the ability to get caught up in “Orb Wars” while the main force is attacking/defending towers/keep/garrison. This will also allow for each server to have a “fair” chance at getting it, no more keeping an orb just because you have a T3 garrison or T3 hills, holding an “orb buff” will be an accurate representation of who is on the map. Server C could own NOTHING on it, but still control the “orb buff” for Server B’s map.

ps: hi titan i miss you

I like that idea as well but I still think that my own would be a viable addition. Care to explain why it wouldn’t be?

Titan[PAXA]/Warrior

The main reason ANet took out Orbs is because they were a physical item that could be hacked via teleporting or flying, or by PvDooring in the off hours allowing for the stronger server to always end up with all 3 orbs. This lead to the better server with a 15% boost after the weekend. In order to replace the “old” orbs, they have to develop a hack proof way to do that. Meaning it can’t be a physical object. To me, capture points would be the only way to do this.

Allowing them to become a “cap and hold” changes that stigma and allows for a very small group of players on 1 map to hold the “orb buff” for their server.

It also pulls in a very interesting open-field dynamic. Does a server choose to hold the spots with a decent percent of their forces or pull those forces out (letting another server cap) to defend something else? Does the attacking force only cap the points to pull the other server out from behind their keeps/tower opening them up for other kinds of sneak attacks?

Do you not think that my idea, the bonus is only being given to players in a 2,000 range, would fix the hacking problem?

Titan/Mr Brains

WvWvW: Idea for Orb Re-vamp

in Suggestions

Posted by: Feed Me Change.6528

Feed Me Change.6528

Orbs will never be a solid object again, won’t happen. Any new orb will be some kind of “stay and cap these points to earn buff” deal. Hold a certain number of points and you get a buff, lose them and it’s gone but you can recap quickly to earn it back.

Stationary areas, kind of like the capture points in sPvP, or supply camps in WvW.

Server A holds 2 of 5
Server B holds 2 of 5.
Server C holds 1 of 5

A and B will be trying to capture that 3rd point to give them the buff and C will be trying to stop it, resulting in many skirmishes just for a buff. This leaves smaller teams the ability to get caught up in “Orb Wars” while the main force is attacking/defending towers/keep/garrison. This will also allow for each server to have a “fair” chance at getting it, no more keeping an orb just because you have a T3 garrison or T3 hills, holding an “orb buff” will be an accurate representation of who is on the map. Server C could own NOTHING on it, but still control the “orb buff” for Server B’s map.

ps: hi titan i miss you

I like that idea as well but I still think that my own would be a viable addition. Care to explain why it wouldn’t be?

Titan[PAXA]/Warrior

The main reason ANet took out Orbs is because they were a physical item that could be hacked via teleporting or flying, or by PvDooring in the off hours allowing for the stronger server to always end up with all 3 orbs. This lead to the better server with a 15% boost after the weekend. In order to replace the “old” orbs, they have to develop a hack proof way to do that. Meaning it can’t be a physical object. To me, capture points would be the only way to do this.

Allowing them to become a “cap and hold” changes that stigma and allows for a very small group of players on 1 map to hold the “orb buff” for their server.

It also pulls in a very interesting open-field dynamic. Does a server choose to hold the spots with a decent percent of their forces or pull those forces out (letting another server cap) to defend something else? Does the attacking force only cap the points to pull the other server out from behind their keeps/tower opening them up for other kinds of sneak attacks?

Do you not think that my idea, the bonus is only being given to players in a 2,000 range, would fix the hacking problem?

No, it would just encourage bunkering down in a Keep. No need to defend outer or inner walls when you have the orb buff and they don’t.

NSP>ET>SoS>BG>ET>SoS>JQ>SoS>Mag>JQ
My fun laughs at your server pride.