Fading out Conquest with 2nd Objectives

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Posted by: PowerBottom.5796

PowerBottom.5796

Although I haven’t played more than 10 Games in like 2 Months, I’m still interested inn GW2, if it actually becomes a good e-Sports Title.

That being said, I wanted to talk about the Conquest-Mode and ways to improve the Gameplay of the current Maps.

I think at this State where GW2 and it’s Community stands, it should be pretty clear to ANet, that a lot of people don’t like the Conquest-Mode very much. But what’s good about the Current Maps is, that there are secondary Objectives already in Place.

So why not make them more important compared to the capturing/holding Points aspect of the game?

It could be done very simply by reducing Points gained by holding Nodes and incresing the Points gained by the secondary Objectives. I think this would work best on Foefire and Spirit Watch, but to some extent and maybe with a few alterations besides incresing/decreasing Point-Gain, on the other Maps as well.

If we look at Legacy of the Foefire, with reduced impact of the Nodes, we could actually have sth. similar to GvG in GW1:

- It would be more important to Split to the enemy base all the way throughout the game, not only once with a 5-man rush… Ppl would constantly stay back to defend the base and others would need to attack it.
- Capturing the Nodes would become secondary and it could kinda feel like having a Flagrunner (or 2 or even more) that has to do his own thing on the Map.
- It would also increase the tension of making decisions between focusing on the own base, the enemy’s base, or the Nodes and possibly encourage new builds and strategies.

On Spirit Watch, it could also be very easily achieved to make it feel more like a “Relic-Run-Map”, where the emphasis would be more on the Orb and eleviate the Conquest-Aspect of the Map.

Temple of the Silent Storm and Forest of Nilfhel run the risk of being maybe a bit too boring, if it’s just about camping the Points where the Buffs/Neutrals spawn, instead of focusing on the Points, but with a few tweaks, it could work as well.

Battle of Kyhlo could then maybe remain the clear-cut Conquest-Map, because I actually think that the Treb works really well: It counters too strong Bunker-builds, it’s important enough to actually focus several People on controlling the Treb and it’s a lot of fun IMHO. Maybe ANet could give the Treb more HP and throw out some “small repair-kits” on the Map, that could be gathered to repair Health lost by the Treb, as long as it isn’t completely destroyed yet, by which Point you’d need to good ald Repair-Kit… Just maybe some small changes and it would be a big improvement!

Other Ideas for Secondary Objectives that could maybe be implemented on old and/or New Maps could be:

Slow-moving NPC-Force: Imagine something like 3 slow Stone-Giants or a Giant Snails or sth. per Team, that slowly walked from a certain Point on the Map to the Nodes. At any Point during the Game, ppl could attack them, heal them, slow them etc.
If the NPC’s reach the Nodes, it will be extremely difficult to hold the Nodes, because they’ll cast Knocbacks and stuff like that, so it’ll be important to kill them before they reach it: But on which Nodes will you Focus? How many ppl will defend your NPC’s or kill the opponents NPC etc.?
Could be funny IMHO… The Strength of the NPC’s should be kinda like a Guild Lord, with strong but interrubtable Self-Heal and weak attacks while on the Move, but full attack-power and Knockbacks while on the Nodes (which should happen after maybe 8-10 Minutes).

Well, what do you guys think?

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Posted by: PowerBottom.5796

PowerBottom.5796

I just had a great Idea about another Secondary Objective (or maybe this Term wouldn’t be appropriate anymore with both Objectives being weighed equally):

Jungle: Kinda like in all the MOBA-Games, a Map could have one or two “Jungles”, with easy, medium and hard to kill creep-camps that would respawn every 2 Minutes and if killed, would get you a certain Amount of Points. It could be pretty interesting to see what kind of “Jungler-Builds” would be created, how many ppl you would send to gank the Jungler of the opposing Team etc.

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Posted by: Larynx.2453

Larynx.2453

As for the slow-moving-NPC-force, I don’t think many people would appreciate that. A lot of people already feel PvP is too much PvE. Mesmer clones, thieves, turrets, spirit weapons, sharks from hell, etc.

For the other ideas, why not? It’s not worse than the current system at any rate. Especially the changes to Foefire. That map is just sad.

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Posted by: Lordrosicky.5813

Lordrosicky.5813

Spirit plays entirely differently to any other map. Its basically a whole new game type. They obviously saw people wanted more game types and this was the answer. And it was a very good answer. This map is hardly conquest at all. Gone are the two bunkers on points and roam between. There are alot more fights and its way more fun. It has instantly made new builds like the CC hammer warrior extremely viable. When it would be useless outside of this map.

Edit: Although they need to fix rtl with orbs ofc

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

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Posted by: Lordrosicky.5813

Lordrosicky.5813

Also here are my ideas to tweak the other maps to be more exciting like spirit:

1, Legacy – make the lord kill win the game but buff the gate HP by 5 times (can only do this once you know you have eliminated ways for thieves to glitch in ofc).

2, Forrest – Make the bosses worth 35 or 50 points not 25

3, Temple – Spawn the two middle buffs earlier in the match maybe at 13.30 and 12.30 and then spawn them again at 10.30 and 9.30 and again at 7.30 and 6.30 (although match be over probs)

4, Kyhlo – I think this map is fine

Thoughts?

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

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Posted by: Larynx.2453

Larynx.2453

What would be interesting for Foefire is if the gates had 5x or 10x as much health, but you could carry bombs to the gate. The bombs would do like 20 or 30% of the gate’s health. Killing the Lord would win the game.

Oh, and mesmer portal would drop the bombs.

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Posted by: PowerBottom.5796

PowerBottom.5796

I thought about the Gates on Foefire as well and especially if the Lord Kill would be more important, giving more health to the Gates would be a good Idea. I also like the idea with the Bomb, it just creates more Options on how to play the Map.

About the NPC’s (the Slow-Moving NPC-Force or the Jungle): Yes, there are a lot of NPC’s in the game already, but I think Those Objective-based NPC’s differ from The Illusions, Pets etc. because they aren’t “bound” to a character. If you play a Character that relies on NPC’s to do DMG or other things, it kinda feels like you are being cheated when you can’t really control them too well, but I don’t think the NPC’s mentioned by me fall in this category. Of course I’m only assuming what ppl might think here based on my own opinion, but NPC’s as objectives done right can be awesome: Just look at GW1! One major Part of GvG (of certain Team-setups) was splitting into the base of the opposing Team and killing off the NPC’s, to later win in “Victory or Death” (where all the NPC’s that are left and the Guild Lord walked to the middle), or to kill of the Guild Lord.

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Posted by: Chesire.9043

Chesire.9043

Spirit plays entirely differently to any other map. Its basically a whole new game type. They obviously saw people wanted more game types and this was the answer. And it was a very good answer. This map is hardly conquest at all. Gone are the two bunkers on points and roam between. There are alot more fights and its way more fun. It has instantly made new builds like the CC hammer warrior extremely viable. When it would be useless outside of this map.

Edit: Although they need to fix rtl with orbs ofc

Actually it kinda sucks in tournament play. With mist form, RTL and Infiltrator arrow all allowing you to carry the orb, you also get grief from Guardians dominating the very small pathways with bubbles and wards.

This is what all the hardcore tournie fans are saying.

I personally also really hate the map due to it’s size. I really don’y like the mechanics either, but it can be fun sometimes. This all based on sPvP though. I’ve only played a few solo tournies and it wasn’t much fun either due to premades dominating those.

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Posted by: Rezz.8019

Rezz.8019

Forest = make bosses worth 50 points
Legacy = buff gate and lord health, make him award ~250 points
Khylo = just fine
Capricorn = delete it
Temple = Make buffs more relevant
Spirit Watch = just fine, tho rtl, and any skills that wouldn’t allow you to cap the shrine should make you drop the relic instantly

You’re welcome.

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Posted by: edruviransu.1029

edruviransu.1029

Spirit plays entirely differently to any other map. Its basically a whole new game type. They obviously saw people wanted more game types and this was the answer. And it was a very good answer. This map is hardly conquest at all. Gone are the two bunkers on points and roam between. There are alot more fights and its way more fun. It has instantly made new builds like the CC hammer warrior extremely viable. When it would be useless outside of this map.

Edit: Although they need to fix rtl with orbs ofc

Actually it kinda sucks in tournament play. With mist form, RTL and Infiltrator arrow all allowing you to carry the orb, you also get grief from Guardians dominating the very small pathways with bubbles and wards.

This is what all the hardcore tournie fans are saying.

I personally also really hate the map due to it’s size. I really don’y like the mechanics either, but it can be fun sometimes. This all based on sPvP though. I’ve only played a few solo tournies and it wasn’t much fun either due to premades dominating those.

Infiltrator’s Arrow drops the orb.

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Posted by: Eurantien.4632

Eurantien.4632

They used to have bosses on forest worth 50 points and the games were over way to fast. I think it should remain 25 but the buffs should increase.

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Posted by: DDog.4350

DDog.4350

I just had a great Idea about another Secondary Objective (or maybe this Term wouldn’t be appropriate anymore with both Objectives being weighed equally):

Jungle: Kinda like in all the MOBA-Games, a Map could have one or two “Jungles”, with easy, medium and hard to kill creep-camps that would respawn every 2 Minutes and if killed, would get you a certain Amount of Points. It could be pretty interesting to see what kind of “Jungler-Builds” would be created, how many ppl you would send to gank the Jungler of the opposing Team etc.

No, NO, just NO. A jungle. This will ruin the game withing 24 hours. This will not only bring toxic attitudes like every other MOBA “We lost, lets blame/9x report jungler” this also has nothing to do with GW. the name GUILD WARS means there should be wars, between guilds (obvious) The only thing we need, is GvG with rating. This will make me love GW2.

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Posted by: DDog.4350

DDog.4350

Forest = make bosses worth 50 points
Legacy = buff gate and lord health, make him award ~250 points
Khylo = just fine
Capricorn = delete it
Temple = Make buffs more relevant
Spirit Watch = just fine, tho rtl, and any skills that wouldn’t allow you to cap the shrine should make you drop the relic instantly

You’re welcome.

^^^^^^

Never seen a post i agree with more, The water combat in capricorn sucks imo. Buffs more relevant on temple is indeed what we need. Spirit watch is good and the only problem is RTL. This… This post is just perfect xD

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Posted by: yonnystarr.2684

yonnystarr.2684

I completely agree with the Powerbottom and others in this thread.

As a tournament player who runs premades, here are my thoughts.

The features of each map should be the “primary” objective in most conquest games. Capping points should be a secondary objective for a passive boost which, over the course of the game could be a decisive factor to the outcome of the match. This would create variety for spectators, and a lot more tension while viewing than regular “capture the points” conquest.

Spirit Watch – Fine.

Battle of Kyhlo – Make this the closest to pure conquest of the maps. The primary objective should be to hold the areas, just like it is now. Destroying and repairing trebuchets provide no points. The trebuchet is already a key feature of that map which needs to be operating (and thus destroyed/repaired) to win. 1 point awarded every 1.75 seconds per capped node. 5 points per kill.

Forest of Niflhel – The primary objective should be to kill more mobs than your opponent. Mobs award 50 points per kill. Mobs are overall much stronger and more dangerous(not soloable, takes some time/coordination even with 3 people to take down). Mobs award points based on percentage of damage dealt to it by each team (rather than killing blow). 1 point awarded every 2.5 seconds. 5 points per kill.

Legacy of the Foefire – The primary objective should be to kill the opponent’s Lord before they kill yours. Increase Lord HP. Make the gate repairable. Lord gives 250 points on kill. 1 point awarded every 2.5 seconds per capped point. 5 points per kill.

Temple of Silent Storm – Consistently obtaining buffs should be the main focus. Regular kills on this map only award 3 points; 1 point is awarded every 2.5 seconds per capped point. All the buffs give the same (one) effect on this map. A buff will appear randomly every minute at one of the possible spawn areas. The buff increases points gained per kill to 10 until the next buff appears. This makes the main source of obtaining points in this match will be from killing the opponent.

(edited by yonnystarr.2684)

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Posted by: PowerBottom.5796

PowerBottom.5796

Forest = make bosses worth 50 points
Legacy = buff gate and lord health, make him award ~250 points
Khylo = just fine
Capricorn = delete it
Temple = Make buffs more relevant
Spirit Watch = just fine, tho rtl, and any skills that wouldn’t allow you to cap the shrine should make you drop the relic instantly

You’re welcome.

Agreed – pretty much the TL:DR Version of my First Post. ^^’

I highly encourage ANet to at least try sth. like this out, because it could potentially make the game better! And although I know nothing about coding/programming, I really think that most of these changes could be made very quickly; theres no reason not to give this a try, just treat it like the “Temple of the Silent Storm week”: Give it a try for 1 week and gather the Feedback.

It won’t shy any ppl away IMHO, but rather bring some back to try it out and ppl really want these sort of possible changes and they want to test them out.

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Posted by: Bungee.3704

Bungee.3704

Jungle sounds great.

I just had a great Idea about another Secondary Objective (or maybe this Term wouldn’t be appropriate anymore with both Objectives being weighed equally):

Jungle: Kinda like in all the MOBA-Games, a Map could have one or two “Jungles”, with easy, medium and hard to kill creep-camps that would respawn every 2 Minutes and if killed, would get you a certain Amount of Points. It could be pretty interesting to see what kind of “Jungler-Builds” would be created, how many ppl you would send to gank the Jungler of the opposing Team etc.

No, NO, just NO. A jungle. This will ruin the game withing 24 hours. This will not only bring toxic attitudes like every other MOBA “We lost, lets blame/9x report jungler” this also has nothing to do with GW. the name GUILD WARS means there should be wars, between guilds (obvious) The only thing we need, is GvG with rating. This will make me love GW2.

Been playing DotA for more than 7 years and I’ve never heard something like that. Most of the blame is laid on bad solo mids, intentional feeders and Russians (:D). Even if there would be flaming, you can’t just ignore a good idea because the concept would cause flaming.

Yes, let’s leave everything as it is and implement GvG so you can love the game.

Sry if grammar is bad, english = my 2nd lang.

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Posted by: DDog.4350

DDog.4350

Jungle sounds great.

I just had a great Idea about another Secondary Objective (or maybe this Term wouldn’t be appropriate anymore with both Objectives being weighed equally):

Jungle: Kinda like in all the MOBA-Games, a Map could have one or two “Jungles”, with easy, medium and hard to kill creep-camps that would respawn every 2 Minutes and if killed, would get you a certain Amount of Points. It could be pretty interesting to see what kind of “Jungler-Builds” would be created, how many ppl you would send to gank the Jungler of the opposing Team etc.

No, NO, just NO. A jungle. This will ruin the game withing 24 hours. This will not only bring toxic attitudes like every other MOBA “We lost, lets blame/9x report jungler” this also has nothing to do with GW. the name GUILD WARS means there should be wars, between guilds (obvious) The only thing we need, is GvG with rating. This will make me love GW2.

Been playing DotA for more than 7 years and I’ve never heard something like that. Most of the blame is laid on bad solo mids, intentional feeders and Russians (:D). Even if there would be flaming, you can’t just ignore a good idea because the concept would cause flaming.

Yes, let’s leave everything as it is and implement GvG so you can love the game.

Sry if grammar is bad, english = my 2nd lang.

I do agree with you a little, flaming is not a reason to ignore a bad idea. And lets face it, jungle does sound a look idea in the first place. But this game is focussing on tanks/DPS/very rarely a support. Forcing 1 of the 5 to split on his own into a jungle to score points doesn’t fit in guild wars imo. What i want to see is builds that not only focus on shredding ur opponents as fast as possible and build that can’t kill but just to survive longer to deny capping, but builds that focus on the other team mates as well. Like GvG, where u had a flagger to support the team, Heal+Prot monks to support. Pressure roles like ranger,necro,mesmer and frontliners. Everybody was basicly using the same set-up but with different frontliners or pressure roles. Like this it doesn’t matter that a class is considered OP or UP, or at least a lot less. Here everybody focuses on a different role and can’t be compared to each other. This is what i call balance. This is what made GW1 shine. This is exactly what most of the players are thinking about when we are talking about GW pvp.

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Posted by: DiogoSilva.7089

DiogoSilva.7089

And for the foefire, have each point regenerate bombs to destroy gates, or repair kits for them too. This in addition to the idea that “lord killed = game won”, and we would have a foefire map that would require far more mobility and offensive playing, without scrapping the conquest mode.

I think the best thing anet devs could try to do with conquest, is to make a transition from its current defensive nature to a more offensive and/ or mobile playstyle. In this way, maps will be a lot more exciting, conquest will be a lot more exciting, and it will open up the opportunity for more roles. Players love game modes that are naturally offensive.

I also agree that buffs should be more relevant in the temple. The big buff shouldn’t be one-time only, but something worthy to fight over through the match. And the kill buffs should be relevant enough to make “deathmatching” a relevant strategy for short bursts of time. This would make teams improvize more often.

(edited by DiogoSilva.7089)

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Posted by: Bungee.3704

Bungee.3704

Jungle sounds great.

I just had a great Idea about another Secondary Objective (or maybe this Term wouldn’t be appropriate anymore with both Objectives being weighed equally):

Jungle: Kinda like in all the MOBA-Games, a Map could have one or two “Jungles”, with easy, medium and hard to kill creep-camps that would respawn every 2 Minutes and if killed, would get you a certain Amount of Points. It could be pretty interesting to see what kind of “Jungler-Builds” would be created, how many ppl you would send to gank the Jungler of the opposing Team etc.

No, NO, just NO. A jungle. This will ruin the game withing 24 hours. This will not only bring toxic attitudes like every other MOBA “We lost, lets blame/9x report jungler” this also has nothing to do with GW. the name GUILD WARS means there should be wars, between guilds (obvious) The only thing we need, is GvG with rating. This will make me love GW2.

Been playing DotA for more than 7 years and I’ve never heard something like that. Most of the blame is laid on bad solo mids, intentional feeders and Russians (:D). Even if there would be flaming, you can’t just ignore a good idea because the concept would cause flaming.

Yes, let’s leave everything as it is and implement GvG so you can love the game.

Sry if grammar is bad, english = my 2nd lang.

I do agree with you a little, flaming is not a reason to ignore a bad idea. And lets face it, jungle does sound a look idea in the first place. But this game is focussing on tanks/DPS/very rarely a support. Forcing 1 of the 5 to split on his own into a jungle to score points doesn’t fit in guild wars imo. What i want to see is builds that not only focus on shredding ur opponents as fast as possible and build that can’t kill but just to survive longer to deny capping, but builds that focus on the other team mates as well. Like GvG, where u had a flagger to support the team, Heal+Prot monks to support. Pressure roles like ranger,necro,mesmer and frontliners. Everybody was basicly using the same set-up but with different frontliners or pressure roles. Like this it doesn’t matter that a class is considered OP or UP, or at least a lot less. Here everybody focuses on a different role and can’t be compared to each other. This is what i call balance. This is what made GW1 shine. This is exactly what most of the players are thinking about when we are talking about GW pvp.

I just want fun stuff…and jungle would definitely introduce some fun dynamics.

Even though I like the jungle idea, I don’t think it’s the best thing to implement; but still, they need massive changes to bring back players who left, attract new and retain existing ones.

P.S. GvG was great!

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Posted by: DDog.4350

DDog.4350

Yea.. you do have a point there. Massive changes are needed. Now that A-net already said that HA would not come back, GvG is our only hope. Or.. maybe idea’s like a jungle. Small changes to what we have now wouldn’t bring back the people.

Yea.. you do have a point there. Massive changes are needed. Now that A-net already said that HA would not come back, GvG is our only hope. Or.. maybe idea’s like a jungle. Small changes to what we have now wouldn’t bring back the people.Edit: Am i the only one who sees the message 3x?

Yea.. you do have a point there. Massive changes are needed. Now that A-net already said that HA would not come back, GvG is our only hope. Or.. maybe idea’s like a jungle. Small changes to what we have now wouldn’t bring back the people.Edit: Am i the only one who sees the message 3x?

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Posted by: Dardamaniac.1295

Dardamaniac.1295

i like the idea of a jungle..as a pve specced guys who destroys some mobs to give teammates buffs and points.I think too that Foefire is boring..is all about capping and in the end lets kill the boss which doesnt reward you enough imo.As for the forest i would like the buff that mobs give to be more effective and got some more use than just improve your stats

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Posted by: Y u mad its vydia.6324

Y u mad its vydia.6324

Just popping in to say that spirit’s secondary mechanic is just fine the way it is. Right now it highly encourages orb running and generally the team that runs more orbs will win, even though they don’t focus on capping.

Malaakh. [EU] Desolation.

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Posted by: nastyjman.8207

nastyjman.8207

I vote for this. Make the Capture Point mechanic the secondary mechanic on all maps. It would make games more exciting to play and fun to watch.

For Capricorn and Kyhlo, they can add a building where you win the game if you destroy the opponent’s building. The Treb (in Kyhlo) could be focused on the enemy’s building, and the cannon (in Capricorn) could be focused on the enemy’s boat.

First Team to reach 250 has 87% chance to win (Updated 7/30/2014) : http://bit.ly/1lWH6T8

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Posted by: ensoriki.5789

ensoriki.5789

For sure.
Foefire
Put two archer NPC’s on the roofledge above each gate. Increase the gate health 30%.
Put a flagstand in the middle of graveyard and spawn a flag in the corner of Quarry/in the waterfall.
Increase Lord and his bandmates health 30%.
300 pts on kill.
GG.

The great forum duppy.

(edited by ensoriki.5789)

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Posted by: Creld.8702

Creld.8702

I’ll agree with most of what’s been said, though I’m a bit iffy on junglers (seems like it’d be a big excuse for more thieves in spvp, but difficult to be sure of without testing). As for capricorn, why not a king of the hill style map, with buffs at the current capture points? Also, why not leave conquest in as a game mode, then have a different selection for maps’ alternative modes (which focus on the secondary objectives, rather than CPs)?

That’s all from me.

Asura Engineer- Aelara Fole

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Posted by: Akari Storm.6809

Akari Storm.6809

New game type for Guild Wars 2 (old game type for Guild Wars)

Assault/Defense ala Fort Aspenwood.

You are assaulting a keep trying to kill a certain NPC or accomplish a bomb set/weapon deactivate or ritual prevention. Could be anything.

I understand the fact that healers aren’t really here and that the arena would have to be tuned as such, but I see this game type working.

Node capping and Escort ala Jade Quarry.
It’s already in WvW with yak escorting and supply camp capping, make it a game type for smaller scale. Actually, you could just replicate jade quarry, new look/npcs but same style map. Jade Quarry in Guild Wars was actually decent with or without healers.