PvP: Player vs Point

PvP: Player vs Point

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Posted by: Rednik.3809

Rednik.3809

I have to ask – why we still playing in game mode, where passive play (stay on point > all) encouraged more than actual PvP? Why not change this?
Cut point income from control points by 2/3 (or maybe even more). Cut amount of points required to victory from 500 to 350. Make more minor adjustments to equalize victory scenarios.
We need to make victory by kills equally achievable with victory by point ticking, and on some maps – with “big risk – VERY big reward” scenarios (like lord kills on Foefire – 250 points from lord + 10 kills = win).
It will make pure bunkers much less valuable (it’s stupid conception anyway), and greatly cut power of aoe condition spammers. Necro wells, warrior longbow, engi bomb spam – now you will be able to just run out of it and continue fighting.

Kiijna, Xast, Satis Ironwail, Sekhaina, Shira Forgesparkle, Sfeno, Nasibi, Tegeira, Rhonwe…
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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

what if 500 team score remains the same, while team kills scores are greatly increased?

instead of 5 team points per kill, what if 50 points per kill?

2 team wipes and the game is over?

too extreme? O_O

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Posted by: scerevisiae.1972

scerevisiae.1972

“soon”

however i fear that they’ll completely exclude players from the development of any new game mode, and consequently, it’ll turn out half as good as it could have been. Because the lessons of counterstrike, team fortress, and the whole moba genre aren’t obvious enough.

downed state is bad for PVP

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Posted by: Silentshoes.1805

Silentshoes.1805

Just put in a deathmatch arena for all the people who want a no-strategy, kill-kill-kill game mode. Basically a third-person view first-person-shooter.

The Alien (condi necro),That Wreckin Crew (Mesmer)
Silentshoes (Thief), Wind of the Woods (condi ranger)

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Posted by: Cush.4063

Cush.4063

I love this idea. I really do. Although I would only cut it in half. So 1 point for every cap every 4 seconds or you can throw in that half point every 2 seconds and just not be able to see it on screen in case 4 seconds is too long to hold a cap for quick fights. Great idea tbh and I don’t know much about how development works but it doesn’t seem that hard to implement. Just change the score multipliers of caps and kills. But like I said I don’t know much about development so it might be harder than it sounds.
EDIT: Not to mention this would make individual scores actually make sense within the game.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Conquest is not about standing in circles, bunkering, spamming aoe, or any of the things that people say it is. It’s about controlling the map by winning fights. The best conquest tactic is to play the game exactly how the OP describes—don’t stand in aoe. Even pure bunkers can’t stand in wells/bombs/etc for more than a few seconds. Those few points aren’t worth losing the fight.

If your team is losing fights, it may appear that the game is about “standing in circles,” as the enemy will still have people standing in circles while your team, alas, has no one standing at all.

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Posted by: Rednik.3809

Rednik.3809

Conquest is not about standing in circles, bunkering, spamming aoe, or any of the things that people say it is. It’s about controlling the map by winning fights. The best conquest tactic is to play the game exactly how the OP describes—don’t stand in aoe. Even pure bunkers can’t stand in wells/bombs/etc for more than a few seconds. Those few points aren’t worth losing the fight.

If your team is losing fights, it may appear that the game is about “standing in circles,” as the enemy will still have people standing in circles while your team, alas, has no one standing at all.

But game is still about circles. You can win every single fight, but if your enemy control circles, you WILL lose the match.
Situation when your real goal is not PvP but control over 3 points on map – this is wrong approach to PvP imo.

Kiijna, Xast, Satis Ironwail, Sekhaina, Shira Forgesparkle, Sfeno, Nasibi, Tegeira, Rhonwe…
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Posted by: Qaelyn.7612

Qaelyn.7612

But game is still about circles. You can win every single fight, but if your enemy control circles, you WILL lose the match.

Which IMO is exactly what makes it a lot more interesting than what it would likely be otherwise — blobs zerging and random (usually unbalanced) skirmishes, which is what I constantly see in the hotjoin maps.

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Posted by: Gwalchgwn.1659

Gwalchgwn.1659

You can win every single fight, but if your enemy control circles, you WILL lose the match.
Situation when your real goal is not PvP but control over 3 points on map – this is wrong approach to PvP imo.

If you can win every single fight, you’ll end up owning all nodes and get +5 points with every kill?

Ring of Fire
GL – “The Afternoon’s Watch” [OATH]

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Posted by: NevirSayDie.6235

NevirSayDie.6235

But game is still about circles. You can win every single fight, but if your enemy control circles, you WILL lose the match.

I don’t think that it’s possible to lose every single fight and keep control of 2 out of 3 circles throughout the entire match.

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Posted by: Ryan.9387

Ryan.9387

Oddly enough points encourage fighting. Otherwise people won’t engage until they gey some advantage. (Terrain etc).

If 50 points per kill, I get a mesmer to portal a 5 man zerg around and cap empty points while 5vX any guy who tries to stop us.

Ranger | Elementalist

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Posted by: Gwalchgwn.1659

Gwalchgwn.1659

50 points per kill would mean: Flame at anyone solo-capturing a node..

Ring of Fire
GL – “The Afternoon’s Watch” [OATH]