“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.
(edited by kKagari.6804)
Players cannot damage walls/gates. Only siege equipment can. When siege equipment is unmanned, they will be controlled by AI.
Changes to Siege equipment as follows:
Siege equipment will take longer to build.
Ammo requires supply.
Rams require several players (no automation).
Trebuchets require higher level of accuracy (more cut off points for the charge bar).
Siege equipment debris returns some supply.
The thing is, I think this actually stops ‘zerging’. If sieging becomes the crux of taking over new territory, then it effect creates the need to properly manage supply lines. If you can’t move supply quickly enough to your assault front, your siege fails. If you starve your enemy’s keep of supply, they will have no way to fire their siege weapons at you.
Real medieval war. Lets go.
(edited by kKagari.6804)
I like the first 3 points to siege equipment i think those would be a great idea
On a more serious note, siege shouldn’t be AI controlled imo.
on Border lands, take off three towers, on Eternal battle grounds take off 2 towers each side (encourage more open field battles). When a server is outmanned, there should be an option where they can hire veteran generals/merceneries. It’ll benifit both opponents and allies (more killing right?). There should be like a crystal in a big area (woods/open field, forest, desert, water) where you can destroy this crystal, thus giving your allies the outmanned buffs. The crystal will respawn every 4 hours or something so you have to keep going back to get that buff. It’ll have like.. 1k HP and everyone does 1dmg to it.. It’ll all depend on who gets the last hit ftw.
Player controlled Dolyaks. Create an object like a harness that players can buy and allows them to spawn a Dolyak that they can load with supply. Once loaded they can lead it to an area of their choosing. Make it have a limited life span and a limit of say 40 (?) supply. Also rules like it cannot swim or it swims very very slow only on the surface of the water. Can also add a burdening feature where it moves slower the more supply you add.
Encourage 3 army battles. Spawn an event in the middle of the zone that rewards players with 2500 extra hps for 3 hours. Fights every 3 hours.
Enable body drags.
Disassemble & reassemble siege.
Implement tooltips/advice to spur players into forming groups & capturing objectives (for those people who don’t know what to do but beg ArenaNet to give them wins.)
I like the OP’s idea of requiring supply for ammo. That’s a great idea.
Have special Kits from your chosen order that could be bought with money or honor points and give you some benefits. Like if you are in the Order of Whispers you get a disguise kit that makes you the same color of a different faction or as a creature in the immediate area to run some covert ops for your server without having to transfer servers. Or the Vigil gives you specialized siege equipment that costs a little more than normal but not better than mystic forged equipment or banners like the warriors but gives added benefit. The Priory can do field research to find siege blueprints or give camps special bonuses.
There could be more to this little thing just a quick thought for something to have more of the main game involved some with other things.
We need a ‘Dessicate Corpse’ option. It has a 10 second cast time, but with nobody around to hit you, it allows you to remove enemy corpses. A player whose corpse is dessicated loses all ability to see anything but their UI, their invader name is gone from the corpse, and they are simply worthless until they map back to a waypoint. They also cannot be resurrected.
To prevent people from abusing this to fill up the queue with a lot of nobody, the game automatically releases them to their furthest spawn after one minute of dessication.
I don’t even care about corpse scouting, but it would be great to throw such a wrench into those plans if the enemy has one, or is waiting for a rez deep in enemy territory.
lets make everyone in WvW invisible! yeah invisible armies! it’ll be so much fun! oh wait…
Be careful, I made a joke about being able to see people who kill you in game and got an infraction:
“Please refrain from making posts that do not provide any meaningful contribution to the topic at hand.”
Yeah, I got infracted for saying bye to some people. :?
Anet’s mods have never been forum mods before, I guess.
I like the player controlled dolyaks. Maybe it can be a commander can waypoint where they go. Yeah, there definitely needs to be a corpse removal ability. An automatic one in fact.
- The ability to see an invaders name.
- Make all siege equipment movable.
- Make siege equipment usable by all factions. If you don’t want the enemy to use your equipment you either move it or destroy it.
Swap the outmanned and the orb bonuses. When you’re outmanned, you don’t need a bonus to magic find, you need a bonus for strength and survivability.
Make the outmanned buff scale depending population versus the enemy, the number of objectives held, and total overall score.
The more objectives you hold the smaller the buff gets, the more balanced the population is the lower the buff. Total overall score buff should only come into effect after a certain thresh-hold is met and only after the first 48 hours and be adjusted periodically.
For example:
Say 1 team holds all the objectives on the map, the other 2 teams get a 200 point stat buff plus 25% hp buff which scales down as objectives are captured. When each side holds less than half the map there is no buff at all.
Now just so that we don’t punish the servers for doing a good job by holding all the objectives, when they capture and hold objectives for some minimum time frame, say 30 minutes they get buffs to magic find maybe even to karma and/or badges. This also provides incentives to capture and hold/defend objectives rather than just zerg and move on.
Depending on how that goes, I would also maybe add global penalties for not holding/defending at least 50% of the objectives on your own borderlands. Something along the lines of gold find penalties or score point reduction penalties.
At the end of the match the winning server has to get a reward of some sort otherwise there is no point to wining right now. This way the score actually matters beyond bragging rights and rankings, and it’ll require more tactics than simple zerging.
Population alone wouldn’t decide matches.
Feel free to rip these ideas apart.
Siege ladders and siege towers GO
The Charr actually have siege towers set up in some of their maps, they look pretty cool.
Say 200 Supply to set one up, moves as slow as a golem and works like a short range mesmer portal. Can be countered by AEing the kitten out of the exit and entry point and of course destroying the tower itself via ballista or cat
Siege ladders and siege towers GO
The Charr actually have siege towers set up in some of their maps, they look pretty cool.
Say 200 Supply to set one up, moves as slow as a golem and works like a short range mesmer portal. Can be countered by AEing the kitten out of the exit and entry point and of course destroying the tower itself via ballista or cat
I was going to say that. I think that ladders should be extremely fragile and towers extremely expensive.
Another idea…
Make Dolyaks move faster/slower depending on how many camps, keeps and garrisons you hold.
Enemy siege equipment should be salvageable for supplies.
Guild ‘declared’ Keeps/Castles etc should be able to lock a portion of supply against upgrades so nublets dont eat it all up (upgrades are expensive). Upgrades can be paid for with badges.
Herald Upgrade announces in chat channel when a location is being attacked
Oil Pots are made of iron that can withstand very hot burny stuff and as a rule shouldnt be easy to kill by for example arrows ! and should resist most magicall shizz.
Upgrades to Trebuchet’s to add some sort of ‘eyeglass’ allowing for a zoom.
Doors should be doors….aoe shouldnt go through them so a cata on one side cant hit the ram on the other or equally aoe on one side shouldnt kill the repairing dude on the other.
Squad Commanders should have a Commanders channel so they can coordinate
Guard Dogs upgrade that can search the inside of a keep/castle for smelly baddies and bark at them.
Allow players to DROP supply at a depot (not sure about this one)
Some rewards for defending/manning/putting up siege equip on a captured castle/keep.
Great fun game though, best PvP Ive seen implemented to date and very ambitious.
(edited by Jeheil.2516)
Those are some cool ideas Jeheil!
Keep/Tower Upgrades
-Moat
-can add crocks to it as well or hydras. They attack enemies in/out of water.
Once the main door is down the moat vanishes.
*forget about realm ranks—- daoc worked because of solid map design… we were not crammed in a closet.
open world pvp on maps this small with this FEW objectives all crammed so closely together WILL NEVER WORK… I don’t know how a ‘gaming’ company with millions of development dollars couldn’t foresee that issue.
Maybe if the people making the games, actually played good games and knew why those games were good.. things like this wouldn’t happen. But core values like open world map size get over looked when you are more concerned with the zones ‘looking good’ and having ‘epic siege battles’ …
I would rather gw2 look like crap but have fantastic map design and bigger maps, than have some pretty painted poorly designed nightmare.
Maybe the Anets devs did play DAoC… but they were bad and thought zerging down keeps was fun and made a game so everyone could do it…
lawls.
Battleyak
A slow moving Dolyak that holds four harness locations covering frontal, flanks and rear positions. The front position steers and directs the Yak, while the two flank positions hold gatling guns and the rear position drops a variety of land mines.
Battleyak
A slow moving Dolyak that holds four harness locations covering frontal, flanks and rear positions. The front position steers and directs the Yak, while the two flank positions hold gatling guns and the rear position drops a variety of land mines.
- The Battleyak is slower than a regular Dolyak and prone to panic when attacked.
- The driver has the option to steer, direct and charge and can damage doors.
- The Flanking positions have a rapid fire supression shot and volley shot aoe.
- The rear position has a variety of caltrops, glue bombs and landmines.
We definitely need more Yak related activities. TBH these guys should replace the golems.
Crazy ideas, you say?
1) Siege weapons are all mobile. Some require packing up (the trebuchet is disassembled and converted into a cart via a ridiculously long channeled skill) and some move agonizingly slowly, but they can all move. However, siege weapons are now built in specific locations: workshops found in keeps and the exterior world. You must escort your siege to the battle site, giving the enemy time to counter, but the flipside is you can salvage siege after combat.
2) Supply caravans drop supply when slain. Raiders can grab the supply to steal it from the enemy, while defenders can repel a caravan raid and salvage the remainders even if the doylak bites the dust. Hopefully, 1 combined with 2 will ensure that running around raiding rather than zerging is extremely rewarding.
3) WvWvW gets its own economy. Fighting rewards a specific currency instead of gold, and badges of honor are awarded on the fifteen minute score interval for player kills and attacking/defending. There are no repair costs in WvW, but waypoints cost the specific currency (thus dying penalizes you). Equipment is available for this currency, but the gear cannot be sold or salvaged. Thus, WvW has zero impact on the overall economy, unless Anet decides to specifically add that in.
4) Every race gets a specific siege device. Asura have their golem suits. From the sylvari, Vine Seeds can be used to create temporary barriers. From the charr, Siege Devourers can be ridden, using their twin tails to lob explosives and shrapnel. From the humans, a divine artifact allows players to construct a temporary respawn point. And from the norn, a Hunting Horn can be used to gather the wildlife into a massive mob train, good for crashing into an enemy zerg headfirst.
5) The WvW umbrella is split into several game modes.
Borderlands are a 24/7 affair, but are restructured to provide more variety. The different servers are structured in a ring fashion. So Maguuma might be defending against Sea of Sorrows and Anvil Rock, but Sea of Sorrows will be defending against Maguuma and Darkhaven, while Anvil Rock will be defending against Maguuma and Yak’s Bend. That way, no server can ruin the gameplay for two others by becoming demoralized and folding.
Borderlands contribute a bit to scoring, but it is more important for the weekend event: Eternal Battlegrounds. Battlegrounds requires a payment of WvW-specific currency to attend (including buying higher priority), and gets its starting position based on two factors. The longer you held your own Battlegrounds, the more fortified your starting stuff is in EB. The more you successfully raided the battlegrounds of others, the more supply you get in the beginning to construct siege equipment. Eternal Battlegrounds opens Friday afternoon and ends Sunday at midnight. During this time, the Borderlands transform into a more hectic mode, releasing world bosses upon the zones and turning the battle into a more casual frag fest before the reset.
A third gameplay mode is added for those who just want to jump into sieges: Guerrillas in the Mist. This randomly sends the player to the Green, Blue, or Red sides of an eternal struggle, allowing anyone to jump into massive battle. Essentially, hotseat WvW for the disorganized gamer.
And finally, for the hyper organized gamers, Guild versus Guild WvWvW structure. Guilds may issue challenges to one another, and face off in 25-100 versus 25-100 sieges, with a choice between Attack/Defend (one side must hold a keep, the other claims it), Guild Lord (two keeps enter, one keep remains stationary but in a triumphant fashion), and Field of Ruin (each army has five minutes to prep siege equipment for a massive open field battle, then mauls one another in a No Respawn deathmatch).
I have a crazy idea:
Lets publish the server rankings on the front page and allow free transfers at the same time.
Crazy ideas, you say?
1) Siege weapons are all mobile. Some require packing up (the trebuchet is disassembled and converted into a cart via a ridiculously long channeled skill) and some move agonizingly slowly, but they can all move. However, siege weapons are now built in specific locations: workshops found in keeps and the exterior world. You must escort your siege to the battle site, giving the enemy time to counter, but the flipside is you can salvage siege after combat.
2) Supply caravans drop supply when slain. Raiders can grab the supply to steal it from the enemy, while defenders can repel a caravan raid and salvage the remainders even if the doylak bites the dust. Hopefully, 1 combined with 2 will ensure that running around raiding rather than zerging is extremely rewarding.
3) WvWvW gets its own economy. Fighting rewards a specific currency instead of gold, and badges of honor are awarded on the fifteen minute score interval for player kills and attacking/defending. There are no repair costs in WvW, but waypoints cost the specific currency (thus dying penalizes you). Equipment is available for this currency, but the gear cannot be sold or salvaged. Thus, WvW has zero impact on the overall economy, unless Anet decides to specifically add that in.
4) Every race gets a specific siege device. Asura have their golem suits. From the sylvari, Vine Seeds can be used to create temporary barriers. From the charr, Siege Devourers can be ridden, using their twin tails to lob explosives and shrapnel. From the humans, a divine artifact allows players to construct a temporary respawn point. And from the norn, a Hunting Horn can be used to gather the wildlife into a massive mob train, good for crashing into an enemy zerg headfirst.
5) The WvW umbrella is split into several game modes.
Borderlands are a 24/7 affair, but are restructured to provide more variety. The different servers are structured in a ring fashion. So Maguuma might be defending against Sea of Sorrows and Anvil Rock, but Sea of Sorrows will be defending against Maguuma and Darkhaven, while Anvil Rock will be defending against Maguuma and Yak’s Bend. That way, no server can ruin the gameplay for two others by becoming demoralized and folding.
Borderlands contribute a bit to scoring, but it is more important for the weekend event: Eternal Battlegrounds. Battlegrounds requires a payment of WvW-specific currency to attend (including buying higher priority), and gets its starting position based on two factors. The longer you held your own Battlegrounds, the more fortified your starting stuff is in EB. The more you successfully raided the battlegrounds of others, the more supply you get in the beginning to construct siege equipment. Eternal Battlegrounds opens Friday afternoon and ends Sunday at midnight. During this time, the Borderlands transform into a more hectic mode, releasing world bosses upon the zones and turning the battle into a more casual frag fest before the reset.
A third gameplay mode is added for those who just want to jump into sieges: Guerrillas in the Mist. This randomly sends the player to the Green, Blue, or Red sides of an eternal struggle, allowing anyone to jump into massive battle. Essentially, hotseat WvW for the disorganized gamer.
And finally, for the hyper organized gamers, Guild versus Guild WvWvW structure. Guilds may issue challenges to one another, and face off in 25-100 versus 25-100 sieges, with a choice between Attack/Defend (one side must hold a keep, the other claims it), Guild Lord (two keeps enter, one keep remains stationary but in a triumphant fashion), and Field of Ruin (each army has five minutes to prep siege equipment for a massive open field battle, then mauls one another in a No Respawn deathmatch).
I actually agree with your siege ideas, a lot. I think only siege weapons should be able to take down gates and walls. That way, with movable siege weapons it’d slow down the ‘zerg’. No point hurrying ahead of your siege weapons if you can’t actually capture.
I definitely agree that only siege should damage gates and walls. This might encourage random players to guard their siege and suppress wall defenders more.
I definitely agree that only siege should damage gates and walls. This might encourage random players to guard their siege and suppress wall defenders more.
Additionally, it actually gives roles in the playerbase. Small groups can take small supply camps without requiring siege weapons. Large groups can be the army that moves with the siege weapons to take keeps.
The two will work in conjunction with each other if siege weapons required supply to fire.
Zerg = GONE.
Shriketalon those are awesome ideas! I hope ANet reads them.
Give every class 1 ranged weapon with 1500 range and 1 large aoe skill with 30 sec cd.
Hate play every other class then ranger in WvWvW becouse others classes dont have enought range.
-Guild mates show up on the map as a purple dot!
-Be able to make atleast 8-10 man groups!
-Shrubbery that you can hit “F” to hide in to ambush your enemy. One per person. Any kind of dmg aimed at the shrubbery will expose anyone hiding.
(edited by sylvanari.3951)
whiskyjack.7962:
lets make everyone in WvW invisible! yeah invisible armies! it’ll be so much fun! oh wait…Be careful, I made a joke about being able to see people who kill you in game and got an infraction:
“Please refrain from making posts that do not provide any meaningful contribution to the topic at hand.”
indeed. infraction and post deleted. sad state when a having a sense of humor and cracking jokes results in this kind of moderation. point taken. it’s all serious business from now on regarding this video game.
How bout something to break up zergs too. Like maybe make a keep tower only seige weapon that intensifies damage(call it the bones shrapnel effect) for every person in the radius when struck.
So if one person is in the radius, he takes 1k, two = 2k, 5 = 5k….ect. Give it a long CD but lets make something for a few guys on a wall to take out a mindless rampaging zerg.
I already had a crazy idea idea some while ago and posted it here:
However, as much fun as it is to play game designer, don’t expect any radical changes to the system in the near future. ANet is currently pretty occupied with fixing the status quo. And I am also sure they designed the status quo for a reason.
~MRA
I suggest making a Defend your land bonus similar to the Orb of power bonus, but only applicable in your borderlands, and is lowered by holding the orbs of power. Gives the defenders of their homeland an advantage, also negates the orb of power bonus to your enemy in your own lands. Then the orb bonus really only makes a difference in the eternal battleground.
Also I think that each borderland should have a fixed number of NPC’s for each world in it and they should be spead out evenly to the control points. It doesn’t make sense that soldiers spawn instantly when you take something but won’t help defend your garrison.
As per my thread, I mentioned siege weapons should need to be transported to their sites.
Anyone who played Age of Empires II, remember how siege weapons were slow moving units but wreck stuff.
It means defenders can intercept siege weapons in route to the front lines too!
The idea of supply as ammo for siege makes more sense than using supply to build it. To build one out in the field, should require supply to build it as it is now. Only make it much more to do and longer times to channel.
If you could build siege equipment at only supply camps and other construction sites for no suplly costs, then have to slowly drag it to a usable position for use. Supply then could become ammo dumps near the weapons in the form of stacked boulders and or arrow bolts.
My main issue is the maps themselves. The circular layout is not well designed IMO. There should be more of a front line approach to warfare. The deeper into enemy territory should have restraints. Such as , no resurrections on dead, more npc patrols, and icon marks on map when detected by friendlies(not just swords). If you die behind enemy lines, you body should automatically teleport back to a friendly waypoint 15-30 seconds after death. Its such a cheap way of spying.
My idea
let workers be able to help build siege or repair them or let players be abley to repair or even give siege a repair (heal skill)
My idea
let workers be able to help build siege or repair them or let players be abley to repair or even give siege a repair (heal skill)
I always wondered why there seems to be so little NPC participation in terms of support and offense. It’d seem more war like if NPCs stormed other keeps like DotA or something.
There are some great crazy ideas here guys, keep it up!
Someone might have already said this, but I’d love it if each team’s player names were colored to correspond with their team color. I.e., Red team shows up with red names to the other two teams, Blue team has blue names, etc.
I think it would help two teams to work together against another (which is something ANet has said they intended.)
The only issue is that it might get confusing for people going against Green team to see a bunch of enemies with “friendly” colored names. Maybe that’s too much of an issue. In any case, something to make it easier to tell at a glance what team a player is on from a distance. The color-coded outfits aren’t really obvious enough, especially if you’re zoomed out a lot.
Remove the overall point system. Match servers based on their playtimes/population. Give server rewards based on what you currently hold.
Give the thiefs a skill that can stealth an unlimited amount of ppl and have them shadowstep up to 4000m instantly so they can flank enemy armies.
About the team colors thing; doesn’t it just annoy you in sPvP the blue enemy team has red name text?
Badges of Honor are automatically awarded upon killing an enemy and is then placed right beside the karma pool in the inventory screen. Keep the RNG part where it may or may not give X amount.
Last thing on my mind while PvPing is trying to loot bags in the middle of combat. Fairly certain I have missed hundreds of them by now which is annoying me to no end.
a WvW where you can see your enemies
crazy, inorite?
This thread needs more yak
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