Disappearing Siege

Disappearing Siege

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Posted by: Herr der Friedhoefe.2490

Herr der Friedhoefe.2490

What is the frigging point of building siege and getting set to defend against the breakout NPC just to watch the stuff disappear when the bad guys get their kitten together and start that event?

Ah, just one more thing that’s not much fun in this game.

My posts are facts as I know them, or my own opinion, and do not represent any guild.

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Posted by: Ethose.5694

Ethose.5694

What are you talking about?

Ethose (EA)
Born and Raised on Dragonbrand

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Posted by: Herr der Friedhoefe.2490

Herr der Friedhoefe.2490

What are you talking about?

Have you ever tried to defend against a breakout commander? Do you even know what that is?

My posts are facts as I know them, or my own opinion, and do not represent any guild.

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Posted by: Omaris Mortuus Est.2738

Omaris Mortuus Est.2738

Siege despawning obviously.

But I agree, siege should not have a despawn time, instead make it so that you can only have a set number per borderland.
Who wants to have to go back every 20 minutes to reset siege so they wont despawn anyway? It seems really silly to me. People spend badges even gold on siege, and yet you can only have them around for 30 minutes.

Canons, oil and mortars do not despawn so why should other siege?
Siege weapons are an important part of defense and offence, you build siege in towers to defend it permanently, not for 30 minutes. And the breakout events make things worse, you get a tower, upgrade it, fill t with siege to defend; but noone attacks so you go attack another tower. Enemy starts their breakout, they get free siege and supplies and build the breakout siege with no effort at all; then you get back in to find all your own siege has gone, you have no chance of defending yourselves anymore as you may not have enough people or the enemy is full of ele’s aoeing all your build sites.

So yeah dont think siege should have a despawn timer.

Macros, you can use them as long as they arent macros.
Remember to buy the officially endorsed GW2 Steel Series Keyboard, it supports macros!
WvW, we only care if it affects the servers we play on.

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Posted by: Teal.9083

Teal.9083

Siege despawning obviously.

But I agree, siege should not have a despawn time, instead make it so that you can only have a set number per borderland.
Who wants to have to go back every 20 minutes to reset siege so they wont despawn anyway? It seems really silly to me. People spend badges even gold on siege, and yet you can only have them around for 30 minutes.

While I agree that it is irritating to run up to an arrow cart and see it despawn about 2 seconds before you get there I really don’t like the idea of a set number per borderland as this would just give saboteurs (yes they do exist) yet another method to screw you over. All they’d have to do is put down rams until they met the limit and since you can’t destroy them you wouldn’t be able to build siege anywhere else on the map.

A slight modification of this idea which I do like would be to limit the amount of siege each side is able to place in each area’s circle of influence (the area that buffs from a claiming guild extend to).

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Posted by: LieutenantGoogle.7326

LieutenantGoogle.7326

Flame rams, ballistas and arrow carts should have a despawn timer.
Catapults, Trebuchets and Golems

The top three are the most abundant in siege and are more likely to be the main reason for supply caps than the other 3 since you will rarely find more than 10 of these of those kinds on a map.

lv80 with skills fully unlocked, warrior, elementalist and engineer
lv80 Necromancer, all professional skills unlocked, working on the final norn elite skills.

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Posted by: Ethose.5694

Ethose.5694

The OP made it sound like the breakout event CAUSES the siege to disappear. Which is why I was confused.

But yes it is hard to defend siege disappearing because it wasn’t used. But if it didn’t there would be mountains of siege everywhere. I’m not sure if that is better.

Ethose (EA)
Born and Raised on Dragonbrand

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Posted by: Setch.2398

Setch.2398

OP Are you saying that the breakout commander causes siege to disappear? Or are you saying because the breakout commander places siege, your siege gets blown up? Or are you saying the timer needs to be longer than 30 minutes?

SOR – [Boss]

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Posted by: Grit.9061

Grit.9061

I think it’s important that siege doesn’t stay around indefinitely. Not allowing it to depsawn in some fashion would make it all the more easier for an enemy spy to place a siege-lock on your maps. Also, sometimes siege is placed incorrectly and just needs to be gotten rid-of.

I can’t come up with a good solution to this problem.. but lengthening the despawn timer would probably be good. Refreshing siege is just another one of those things that makes WvW feel monotonous.

[LION] Lion’s Arch Irregulars – Dragonbrand
lionsarch.org

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Posted by: Helios.3598

Helios.3598

Here’s my idea. Remove the timer, but still wipe them on reset. Allow the guild that placed a seige to be able to self-destruct it. Slightly reduce a seige’s HP per use. Allow people to repair a siege with supply once every minute.

mesmer of Blackgate
http://intothemists.com/

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Posted by: Gospel.7630

Gospel.7630

Here’s an idea. Make it so that after 30 minutes siege weapons can be broken down into supplies that are automatically added to the nearest ally controlled supply depot. Of course there must be other things taken into consideration, but that’s what this forum of whiners is here for so I’ll leave it up to y’all to scrutinize.

Peace

Jade Quarry

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Posted by: Herr der Friedhoefe.2490

Herr der Friedhoefe.2490

I didn’t say the NPC breakout event causes material to go POOF, but I’m not sure why it has to go at all. We’ve been putting siege down because we’re in a very tight match and know the bad guys will use the breakout event. It is seriously annoying to run to save a tower just find that your material is gone.

Don’t get me wrong, I like these breakout events but why can’t we do a reasonable amount of work to prepare for them? The spy types will do what they do no matter what, so why does this have to affect us?

My posts are facts as I know them, or my own opinion, and do not represent any guild.

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Posted by: Krakah.3582

Krakah.3582

@OP, Siege will get destroyed by lightning strikes if you don’t control the center island in a borderland.

-KNT- BG

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Posted by: Herr der Friedhoefe.2490

Herr der Friedhoefe.2490

@OP, Siege will get destroyed by lightning strikes if you don’t control the center island in a borderland.

Yes I know. Our guild owns Garrison in our borderland. I’m constantly on the Quaggies.

My posts are facts as I know them, or my own opinion, and do not represent any guild.

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Posted by: Setch.2398

Setch.2398

I didn’t say the NPC breakout event causes material to go POOF, but I’m not sure why it has to go at all. We’ve been putting siege down because we’re in a very tight match and know the bad guys will use the breakout event. It is seriously annoying to run to save a tower just find that your material is gone.

Don’t get me wrong, I like these breakout events but why can’t we do a reasonable amount of work to prepare for them? The spy types will do what they do no matter what, so why does this have to affect us?

1 treb in the nearby castle focused on the tower at all times means it’s easy to take the tower back after the event as long as you watch for counter trebs and no where that counter location is.

SOR – [Boss]

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Posted by: Herr der Friedhoefe.2490

Herr der Friedhoefe.2490

I didn’t say the NPC breakout event causes material to go POOF, but I’m not sure why it has to go at all. We’ve been putting siege down because we’re in a very tight match and know the bad guys will use the breakout event. It is seriously annoying to run to save a tower just find that your material is gone.

Don’t get me wrong, I like these breakout events but why can’t we do a reasonable amount of work to prepare for them? The spy types will do what they do no matter what, so why does this have to affect us?

1 treb in the nearby castle focused on the tower at all times means it’s easy to take the tower back after the event as long as you watch for counter trebs and no where that counter location is.

This is a part of my original complaint! Our trebs despawned too! Why?

My posts are facts as I know them, or my own opinion, and do not represent any guild.

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Posted by: Setch.2398

Setch.2398

Oh, well siege has to expire or there would be a cluttered mess. You need to remind your server to refresh siege when you log out. A lot of people think the siege magically stays there when there are a handful of people running around making sure it stays refreshed.

SOR – [Boss]

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Posted by: Cactus.2710

Cactus.2710

Here’s an idea. Make it so that after 30 minutes siege weapons can be broken down into supplies that are automatically added to the nearest ally controlled supply depot. Of course there must be other things taken into consideration, but that’s what this forum of whiners is here for so I’ll leave it up to y’all to scrutinize.

Translation: I’m proposing this change even though I haven’t thought it through at all and wouldn’t be surprised if it has some major flaws that I’ll rely on everyone else to think of.

D/D Thief who prefers mobility to stealth … so yeah, I die a lot
Stormbluff Isle [AoD]

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Posted by: sil.4160

sil.4160

What does the center island temple of storm do exactly? I thought its the quaggan nodes that destroy the keep seige, not the center one. The temple of storm comes in 3 phases. When control by you, neutral and one control by hostiles. What does each phase do

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Posted by: Setch.2398

Setch.2398

What does the center island temple of storm do exactly? I thought its the quaggan nodes that destroy the keep seige, not the center one. The temple of storm comes in 3 phases. When control by you, neutral and one control by hostiles. What does each phase do

3 side nodes = 1 center node afaik.
edit: to be clear I mean as far as lightning damage.

SOR – [Boss]

(edited by Setch.2398)

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Posted by: nalenb.1425

nalenb.1425

Prepare for the event and then leave 1 person as a sentry to watch and refresh siege.

~ Abbish – Dragonbrand

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Posted by: sil.4160

sil.4160

Anet is keeping us in the dark about the depawn timer on the seige equipment making us GRIND to keep it active. Its the least fun part of WvW. I’ve noticed that seige timer are somehow different on a BL garrison, than building a cart near spawn. I’ve built two carts to test. One near spawn citadel and another at garrison. The one near citadel have yet to despawn after 2 days, yet the one at garrison despawned in 30 mins. It appears seige despawn at different rate depending on where you place it.

I wouldn’t mind seeing a timer window floating aboves each seige equipment

(edited by sil.4160)

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Posted by: Setch.2398

Setch.2398

SOR – [Boss]

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Posted by: sil.4160

sil.4160

I’ve read that thread and what it tells me is that anet DEV that responded to that thread DON’T PLAY THE GAME because what he said is not true

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Posted by: Jayne.9251

Jayne.9251

1. Placed siege should last 24 hours to at least get your money’s worth. The only way it should vanish is if an enemy destroys it or the fort,tower or keep is taken by the enemy.

2. Get rid if reticking, it’s annoying and nobody likes it.

3. Mousing over siege tells you how long it will be until it expires.

L’enfer, c’est les autres

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

The main issue is that timer is too short and/or no one knows when last refresh was.

It needs to be more like 4 hours with a visible countdown timer when it is not being used.

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Posted by: Phantom.8130

Phantom.8130

well, it’s been suggested a few times that siege should be able to be broken down. i’ve thought about it, and it wouldn’t make any sense for the person who built it to be the only one able to break them down. that just leaves things wide open for saboteurs. instead, this seems like something that would be a great addition to the commanders options. not just being able to break the siege down themselves, but also being able to designate people within their squad with that ability as well. mechanically, change it into a “deconstruction site”, and anyone who clicks on it takes supplies off of it instead of adding more onto it. let them retrieve 50% of the supplies used to build it, 10 units at a time, until it’s gone.

rams? rams need to last 5 minutes at most. they’re being used when they’re up, after they’ve done their job, they’re like christmas lights in july. you just want them gone, you don’t care how. everything else has its uses in defense. it pretty much screws the defenders (more than defenders get screwed already) when 3 gold worth of siege is gone when they actually need to make use of it. sure, the answer to this is to leave at least one person in the area to keep the siege ticked, but that has a critical flaw with it. very few people ever actually want to do that. so you end up with the same few people burning through gold, to sit there and watch unused arrow carts for a few hours. and they end up going dead broke.

couple all of this into the current complete randomness of the despawn timers. some last for the 30 minutes they’re supposed to, others last for days, and others are gone 10 minutes after they’ve been ticked. which just leaves the people who shelled out the cash for them scratching their head and wondering what the deal is.