WvWvW: Idea for Orb Re-vamp
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.
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
My fun laughs at your server pride.
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.
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 5A 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
Any other opinions on this? Would love a constructive discussion.
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 5A 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?
My fun laughs at your server pride.
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 5A 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?
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 5A 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.
My fun laughs at your server pride.