25 charracters
PvP: Player vs Point
25 charracters
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
“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.
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.
Silentshoes (Thief), Wind of the Woods (condi ranger)
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.
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.
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.
25 charracters
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.
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?
GL – “The Afternoon’s Watch” [OATH]
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.
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.
50 points per kill would mean: Flame at anyone solo-capturing a node..
GL – “The Afternoon’s Watch” [OATH]