An idea for encouraging small group play

An idea for encouraging small group play

in WvW

Posted by: Renxian.6982

Renxian.6982

This idea just came to me and it isn’t fleshed out, but I had an idea. What if Anet utilized a combination of NPC nodes and dynamic events to force battles to take place on multiple fronts. For example:

Using Eternal Battlegrounds as my basis.

1. Add four new NPC nodes called Bandit Camps. These camps would be organized like a meaner supply camp (The idea is for these to absolutely not be solo-able, but only require a small group to capture). These camps will not have any sort of claimer buff, meaning they can be flipped immediately after capture. These nodes would also NOT SHOW CROSSED SWORDS WHEN ATTACKED.

2. Upon capture of a bandit camp, bandit teams will set traps (such as supply traps) in random locations in their sphere of influence, ambush enemy dolyaks, sentries, and players, and dispatch a Champion (or very strong vet) to friendly supply camps in its area of influence.

3. Upon a team capturing two or more bandit camps, the bandits will randomly spawn a dynamic style event utilizing a champion and hordes of bandits to attack a random enemy tower/keep in a breakout style event except, these npcs will build and man siege and actually flip a tower if left alone. This Champ Bandit will remain in the tower until it is killed or the camp it is from is flipped.

4. The Bandit Camps themselves will not have any PPT value.

5. The Bandits will “tax” any location under their protection reducing the amount of supplies delivered/shipped (they are bandits after all). The “tax” will scale dependent on your team’s current PPT.

The idea behind this is:

1. Incentivize small group tactics by giving them objectives with real, large scale, tactical impact and making the objectives less zerg friendly due to no permanence and no indication of it being under attack. Trying to hold these with a blob will just find you losing them as fast as you can cap them, while they offer 0 ppt.

2. Incentivize active defense. The camps themselves can be lost without warning if not watched. In addition, the random tower siege means that the other two servers must actively defend their towers from the bandit attacks AND from ninja attempts from the other servers.

3. Impact. These camps are powerful. A havoc group able to consistently control them can significantly impact the overall battlefront through supply starvation of opponents, widespread sentry flipping, stronger supply camps for their own team, delaying reinforcements, and even snagging towers.

An idea for encouraging small group play

in WvW

Posted by: TheStarflyer.9641

TheStarflyer.9641

/no, wvw does not need anymore pve or pvd(door)

The Miasma-Human Necromancer
play pvp with me

An idea for encouraging small group play

in WvW

Posted by: Renxian.6982

Renxian.6982

Creating focal points for small group skirmishing is not PVE really. While the NPCs are of course pve mobs, the Camps in this suggestion require active defense as they would not show anything when attacked.

Aka it would require defense.

Aka, would require players to fight off attacking players. The camps themselves are naturally weak, the bonuses they provide are not. This would mean that they would not be an ignorable minor annoyance like say..the quaggans in the BLs.

The idea is creating something that you HAVE to defend while making it IMPOSSIBLE for the zerg to defend it. Running a full map zerg that runs to the crossed swords wouldn’t work in this example.

WvW is not a straight PVP gametype to begin with and was obviously never intended to be. PvD is a direct result of the fact that the most effective playstyle is facerubbing gates with a huge blob. Defense isn’t rewarding 90% of the time, and worse 90% of the time the defender is doing nothing at all. Defense is comprised almost entirely of stacking ACs and having you blob run to the swords.

This idea is specifically designed to break down blobbing by creating a multi front battlefield. So long as there is no incentive for players to stop blobbing, they will continue to do so.

Creating a way for small groups to cause large scale impact even with inferior numbers is going to require something new.

The only other way to change it would be to turn wvw into a 1v2 map where the 1 has a massive terrain and structure advantage and the other two servers are teamed together for a push type invasion.

Or we could keep doing the same thing and hoping for different results. Nothing like hoping that your blob is bigger than theirs so that you can all smack that #1 key. Long live the PVT hammer train I guess.

An idea for encouraging small group play

in WvW

Posted by: Straegen.2938

Straegen.2938

/no, wvw does not need anymore pve or pvd(door)

Agreed.

I think a decent approach would be to add multiple objectives both for defense and offense. For example on a servers BL, two keeps and two camps could be selected as high value targets (big points for defending/taking) during a tick. If two of them fall, the offense gets the points. These objectives change each tick, the rewards for “winning” the objectives are high, these objectives would be highly visible on the map and the objectives would be varied (capture the flag, defend the flag, escort, find the spy, hide and seek, etc).

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

An idea for encouraging small group play

in WvW

Posted by: Wolfaen.9461

Wolfaen.9461

This idea just came to me and it isn’t fleshed out, but I had an idea. What if Anet utilized a combination of NPC nodes and dynamic events to force battles to take place on multiple fronts. For example:

Using Eternal Battlegrounds as my basis.

1. Add four new NPC nodes called Bandit Camps. These camps would be organized like a meaner supply camp (The idea is for these to absolutely not be solo-able, but only require a small group to capture). These camps will not have any sort of claimer buff, meaning they can be flipped immediately after capture. These nodes would also NOT SHOW CROSSED SWORDS WHEN ATTACKED.

2. Upon capture of a bandit camp, bandit teams will set traps (such as supply traps) in random locations in their sphere of influence, ambush enemy dolyaks, sentries, and players, and dispatch a Champion (or very strong vet) to friendly supply camps in its area of influence.

3. Upon a team capturing two or more bandit camps, the bandits will randomly spawn a dynamic style event utilizing a champion and hordes of bandits to attack a random enemy tower/keep in a breakout style event except, these npcs will build and man siege and actually flip a tower if left alone. This Champ Bandit will remain in the tower until it is killed or the camp it is from is flipped.

4. The Bandit Camps themselves will not have any PPT value.

5. The Bandits will “tax” any location under their protection reducing the amount of supplies delivered/shipped (they are bandits after all). The “tax” will scale dependent on your team’s current PPT.

The idea behind this is:

1. Incentivize small group tactics by giving them objectives with real, large scale, tactical impact and making the objectives less zerg friendly due to no permanence and no indication of it being under attack. Trying to hold these with a blob will just find you losing them as fast as you can cap them, while they offer 0 ppt.

2. Incentivize active defense. The camps themselves can be lost without warning if not watched. In addition, the random tower siege means that the other two servers must actively defend their towers from the bandit attacks AND from ninja attempts from the other servers.

3. Impact. These camps are powerful. A havoc group able to consistently control them can significantly impact the overall battlefront through supply starvation of opponents, widespread sentry flipping, stronger supply camps for their own team, delaying reinforcements, and even snagging towers.

The main problem I see with this is that inevitably this will make the strong, stronger and the weak, weaker. Some of the match ups are already so skewed. This would only make it worse..

Think about it, the server with the most people will control these camps the majority of the time for the shear fact that they have MORE people. Now, what do they get for having these camps? Additional mercenaries(npc’s) to attack their already out numbered opponent? Those out numbered servers are already hurting, but now they would have to fight against npc’s taking what little points they own? Also the fact that they can be flipped instantly just destroys any chance that the out numbered server would benefit from the camp for a considerable amount of time.

I do like the idea of trying to think of ideas to break the zergs up a little though. It would be a awesome idea if all the servers were all perfectly balanced. ><

[Wolf] Wolfaen
Elementalist | Ranger | JQ

An idea for encouraging small group play

in WvW

Posted by: XII.9401

XII.9401

So your suggestion to make WvW more fun is to do more of the same that is pushing people away?

Remove the AOE limit. No downed state.

Actually do your job and balance the classes/fix stealth/nerfs in spvp carry to wvw? Boon duration nerf lacking? Just a thought.