(edited by Skarlett.2304)
Idea to make Siege Ticking less tedious?
its pretty tedious and I do wish there was some other way to deal with it.
Refreshing siege is definitely super tedious. There are also periods where I’m simply too busy elsewhere to run back up to some northern tower and refresh the siege. It’s also really boring to do and isn’t something new players will ever intuit.
I think a visual indicator would be a nice QoL change.
That said, I would rather go after the root problem and get rid of siege auto-destructing in the first place. I suspect it was implemented to deal with siege trolls but, as it takes a minimum of an hour, it seems far less effective at that than at tying up would-be defenders with tedious tasks.
Instead, give players the option to start a destruction timer that takes 1h. If someone uses the siege, the timer goes away. In that way, a true siege troll would still have to refresh the troll siege but legitimate defenses don’t disappear because they didn’t see action for a while.
maybe if all we had to do was to talk to the lord and he would have a dialogue option? then anet would have to grab a pencil and draw a circle around each tower/keep, so that’s a bit of extra work for that…
Found a red post from May 2013 which explains why siege timers exist. https://forum-en.gw2archive.eu/forum/game/wuv/Siege-Despawn-Timer/first#post1955076
Devon Carver says they must have a siege cap for technical reasons and the timer ensures that unused siege gets recycled.
Now, I’ve never personally experienced a siege cap being hit, so I have no idea what it is. I have seen videos of dozens of rams being built in a single lord room, though. It would be helpful to know what the siege cap is in order to better suggest alternative ways to accommodate it. It would also be helpful to know if Cannons and Oil contributed to the siege cap.
-It was the April 30, 2013 patch that made the siege timer visible. At this time, timers were at a maximum of 30m but varied among siege. In the May 28th, 2013 patch, Rams got a 15m timer and everything else was bumped up to 1hr. I think that’s the last time this was changed.
-Before October 15, 2013, static siege sites (cannons/oil) had siege timers as well. This might mean they add to the siege camp (because they had timers) or that they don’t (timers were removed).
(edited by Sviel.7493)
Siege cap is 5 of them in a 1k units radius. Rams are excluded from it.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
Thank you—I was about to waste a lot of rams trying to figure that out.
Do you happen to know the map-wide limit?
I think a good solution would be to make refreshing siege count towards maintaining participation. Not gaining participation, but simply maintaining it. That way I can scout and not worry about my participation rate hitting rock bottom.
:p
just make siege auto refresh when player run by them
I think a good solution would be to make refreshing siege count towards maintaining participation. Not gaining participation, but simply maintaining it. That way I can scout and not worry about my participation rate hitting rock bottom.
:p
then we will end up with one ram at a waypoint and 50 pve people farming gift of battle autoclicking it every 2 mins. Havent thought this through havent you?
Simply ask in mapchat if people can refresh siege at other keeps/towers.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
Simply ask in mapchat if people can refresh siege at other keeps/towers.
That doesn’t work. It’s also attempting to solve a problem that doesn’t need to exist.
Works for me most of the times, just ask gently instead of being a bully.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
Good for you, I guess.
Personally I have always been in favor of a more visual display with gameplay impact – no timer at all, just siege constantly loosing hp over time. 10% every 5 minutes, whatever. This hp can be recovered by using supplies to repair the siege out of combat. No one repairing it would be the same thing as no one refreshing it… except now you need supplies to maintain siege.
The amount of static siege just sitting in structures would drop dramatically and if you dont maintain it… well a 10% hp AC get killed pretty fast.
I dont anyone will cry over it, except maybe Rivercart.
Personally I have always been in favor of a more visual display with gameplay impact – no timer at all, just siege constantly loosing hp over time. 10% every 5 minutes, whatever. This hp can be recovered by using supplies to repair the siege out of combat. No one repairing it would be the same thing as no one refreshing it… except now you need supplies to maintain siege.
The amount of static siege just sitting in structures would drop dramatically and if you dont maintain it… well a 10% hp AC get killed pretty fast.
I dont anyone will cry over it, except maybe Rivercart.
Immediate problem with that solution is you will get some spy or bright spark that decides to refresh every piece of siege when supplies are low so you end up with zero just as their zerg turns up by co incidence….
A more elegant solution would be to click on the tower on the map and it lists out the siege (friendly players only?) and remaining timers. Then anyone can see it and deal with it.
Personally I have always been in favor of a more visual display with gameplay impact – no timer at all, just siege constantly loosing hp over time. 10% every 5 minutes, whatever. This hp can be recovered by using supplies to repair the siege out of combat. No one repairing it would be the same thing as no one refreshing it… except now you need supplies to maintain siege.
The amount of static siege just sitting in structures would drop dramatically and if you dont maintain it… well a 10% hp AC get killed pretty fast.
I dont anyone will cry over it, except maybe Rivercart.
Immediate problem with that solution is you will get some spy or bright spark that decides to refresh every piece of siege when supplies are low so you end up with zero just as their zerg turns up by co incidence….
A more elegant solution would be to click on the tower on the map and it lists out the siege (friendly players only?) and remaining timers. Then anyone can see it and deal with it.
Non issue since the same spy could just build 10 rams on the supply depot much faster than running around repairing siege…
Besides, how would having 100% hp on already existing siege be a flaw when the zerg show up? O.o
Having siege decay over time leaves us in an even worse situation. It still dies if you can’t get back to it soon enough and, now, unless you’re topping it off every 5 minutes, it won’t be at full health when it needs to be used.
Rather than solving the initial problem, it’s just introducing an additional problem.
Or, perhaps you wanted to solve the problem of structures having siege ready made for an assault?
Having siege decay over time leaves us in an even worse situation. It still dies if you can’t get back to it soon enough and, now, unless you’re topping it off every 5 minutes, it won’t be at full health when it needs to be used.
Rather than solving the initial problem, it’s just introducing an additional problem.
Or, perhaps you wanted to solve the problem of structures having siege ready made for an assault?
Exactly right on the last part. I dont want to see an 1100 supply garrison with 20 superior arrowcarts already up because what is siege, really?. It’s something you build temporarily, something that should be shifting around on the battlefield… So yes, player built siege should be high maintenance IMO.
We already got static and fixed siege – mortars, cannons, oil. And I wouldnt consider it a disaster if hills inner got a fixed arrowcart (ie no decay or timer) on one of it’s towers, or similar things like that (static extreme range treb on garri roof as part of T3 maybe lol).
Offensive siege is temporary. Defensive siege is supposed to be permanent. You don’t dismantle your defenses because no one’s popped up in a while. There’s a reason castles are preferred to tents.
But that’s not the real point, I think. Why don’t you want to see a garrison with 20 arrowcarts? If the issue is that arrowcarts are too strong, that’s a different fix.
Offensive siege is temporary. Defensive siege is supposed to be permanent. You don’t dismantle your defenses because no one’s popped up in a while. There’s a reason castles are preferred to tents.
But that’s not the real point, I think. Why don’t you want to see a garrison with 20 arrowcarts? If the issue is that arrowcarts are too strong, that’s a different fix.
But defensive siege is permanent. Or are you running around refreshing cannons and mortars? All player built siege is offensive. Whether we use it for defensive purposes just because its OP in certain scenarios – not just million ACs, the humongous supply drain on trebs, catas behind doors etc – is another matter.
The point remains that siege built for a defensive purpose is intended to be ready at the time of the attack, rather than built after the attack starts. That’s true no matter how you mince the words.
In terms of your earlier exploratory question ‘what is siege,’ it is simply the tools used in a siege. When attacking a structure, it must be temporary or mobile. When defending a structure, it is almost always permanent and fixed. Whether it is permanent or temporary is defined by what the intended use is—or more strictly, whether or not it needs to move. Siege that protects an immobile object does not have to move.
Based on this post:https://forum-en.gw2archive.eu/forum/game/wuv/Limiting-Offensive-Siege/first#post3166647
The mapwide siege limit seems to be 100 pieces of siege. That’s ~14 per walled structure. If towers only use ~7, that’s ~22 per keep. It seems like plenty, honestly.
Thus, it shouldn’t be too difficult to devise a way to get rid of timers on everything but rams without exceeding that 100-siege cap.
You could always not bother.
Game’s more fun with a full skill bar anyways.
Youtubes: https://www.youtube.com/playlist?list=PLpXd26ZeABJNWi83dXDjtoZ8Lf-4IJ9Gu