My Top 3 wishes for WvW
Good news!
All your wishes are granted…
….not this month!
/anet dev jokes
KnT Blackgate
Culling, Que Bugs and..
- An alternate grouping system for multiple groups that doesn’t put a “big blue zerg magnet” on the map. Basically a commander and squad system that can be flagged as “private” or “guild only”. All the benefits of the C&S system but without the extra 50 random people flocking to the pin.
Please set thieves equal to their state in spvp. that seems fair.
A grouping system definately has to be on the list, but most guilds just manage with the crosshairs above the leaders head. Or have him painted in a nice bright pink, take a ghostly tonic etc, which does the job for now. There is nothing that will “make do” in terms of maps, siege damage and culling. No matter how inventive we get these are issues the devs need to address, not the players.
Anet doesn’t care what you/we want.
Please set thieves equal to their state in spvp. that seems fair.
LOL, funny dude….
Ferg Crossing
You made some good points, but i really disagree with the seige damage.
I mean, matches go for 7 days, you dont want to spend a whole day taking something do you? Imo that would be boring.
Maybe it would work if wvw wasnt so minigame-esque but that cant and wont change
Terror [TG]
Dragonbrand
I agree with Beyondthelol on seige damage. If seige damage was so drastically reduced, the enemy would ALWAYS have time to respond in full numbers. This would encourage a single-ultra-zerg-roam-the-map-and crush-your-face kind of playstyle. Fast, coordinated rushes let smaller servers with a cohesive playerbase compete against the larger zombie servers.
Culling is certainly one of my biggest headaches in WvW. Entering in combat what I think is a fair 1v1 battle suddenly just turns out that the opposing player is stacking a ton of conditions and stuns on me. Only after my death does the whole picture emerge and I can see the other 10 players… so do you hang around the back of a fight for a few minutes to see what truly emerges when the combat starts? No wonder people are fighting backward in stead of forward – everyone wants to be at the back to see what we’re really up against.
As for siege, I don’t think lowering damage will make any difference. So you’ve got 5 cats destroying your defences in no time. After a damage nerf, you’ll have 10 cats destroying your defences. What then? A call for a max siege cap?
As for map… exploiters will exploit. There will always be a crack in the woodwork. Report bug, take screenshot, hope for a fix.
Keep the Faith (and stay out of AC fire)
Culling. Needs sorting whatever is suggested.
Siegeing is definately too quick currently… I’ve been in some sieges that takes less time than some 1v1 fights. This is not a siege… This is part of the merry go round.
And I wasn’t talking about map exploits, I was talking about map layouts. Currently the maps have wasted space. Too much pve, we do not need jumping puzzles. The towers and keeps are too close together for proper siege to form.
I agree with sieges in towers/keeps. Just shorten range of trebs from 10000 to 8000. It will still be the longest range, but bay cannot be hit from gari. So sieges need to be placed in open field. Them servers will need to defend them, not to patiently wait behind doors until somebody say the wall is down everybod move.
Siege: a military blockade of a city or fortified place to compel it to surrender
Not exactly what happens in game. The sixty man zerg comes, drops four or five catapults and smacks away for all of two minutes. All this while the other guy is sleeping. A siege can last from a few weeks to, the longest in history was Ishiyama Honganji, twenty-one years. So why do ours end so quickly? There are things in real life that can’t be duplicated in a game. Fair enough. We can, however, duplicate some of the aspects of the siege.
One that comes to mind, that would probably be easy to implement, are supplies. No, not the ones we carry but the Doylaks. Why should a trebuchet or catapult have an endless supply of rocks to chuck around? The attacker should have to plan and implement the logistics of a siege. Supplies run on predetermined routes already, how hard would it be to add two more routes that would drop supplies off at the sentries where the attackers can retrieve them and resupply siege engines?
This, in tangent with reduced damage output, should allow for the “weaker” server to mount a counter attack and at the same time make people think out a plan to take a keep/tower/garrison. Not just zerg your way across a map.
Lol apparently putting Anet in the title of your post gets you an infraction from the forum police…. Sad… Eventually they will have no forums as anyone with the ability to give feedback in literature form will have been banned…
Anyway the ideas are great, reducing treb range is a fantastic start. But above all else I am loving the idea of needing to provide ammunition to the siege installations.
This would stop billy the botter from setting a macro up to fire his treb ontop of Stonemist indefinately. Great thought behind that one.
And yes I am fully aware sieges can’t be a realistic representation of the world, most of us do have real lives, but currently siege is not involved in this game at all. A siege sounds like the kind of fun we should be having.
Again please keep the thoughts and suggestions coming.
(edited by Dal.5872)
Aside from culling getting fixed, I would love to see the “open groups” functionality from Warhammer in WvW. The lack of a large group UI just adds to that loneliness feeling this game gives me. I’d also like to see auto loot in WvW where it just goes straight to my bag, instead of me having to pick it up. I can’t tell you how many bags I miss that way…lol. Aside from that, I have a blast in WvW…wouldn’t change a thing.
Siege: a military blockade of a city or fortified place to compel it to surrender
Not exactly what happens in game. The sixty man zerg comes, drops four or five catapults and smacks away for all of two minutes. All this while the other guy is sleeping. A siege can last from a few weeks to, the longest in history was Ishiyama Honganji, twenty-one years. So why do ours end so quickly? There are things in real life that can’t be duplicated in a game. Fair enough. We can, however, duplicate some of the aspects of the siege.
One that comes to mind, that would probably be easy to implement, are supplies. No, not the ones we carry but the Doylaks. Why should a trebuchet or catapult have an endless supply of rocks to chuck around? The attacker should have to plan and implement the logistics of a siege. Supplies run on predetermined routes already, how hard would it be to add two more routes that would drop supplies off at the sentries where the attackers can retrieve them and resupply siege engines?
This, in tangent with reduced damage output, should allow for the “weaker” server to mount a counter attack and at the same time make people think out a plan to take a keep/tower/garrison. Not just zerg your way across a map.
While I kinda disagree with the premise of this post (I don’t think WvW is broken or that people will be leaving in droves as a result), some of the points are certainly valid. I’m pretty certain that ANet knows that culling’s a major issue right now – I hate to beat a dead yak on that point. BUT the siege improvements would be a good way to make battles more interesting overall. Course, my fav fights have been over supply camps with no siege, so who knows?
If I could suggest any potential improvement, it would be the ability for players to dump supply into a keep. It would allow for efficient upgrading of a keep if the players are persistent. It mitigates the issue of people taking supply from a keep when they don’t know any better – one less thing to rage at PUGs about. It brings the fights to the supply camps and provides more incentive to fight roamers (the player becomes not only themselves, but a yak as well). Upgrades are on a timer and supplies have a cap, so there’s already a built in limit. But being able to stockpile supply in a keep might also potentially aid in times when the side holding the keep is outnumbered.
Lythereal Fields, lvl 80 mesmer, Lythiele, lvl 80 ele, and Lythigrr, lvl 80 guard
Siege: a military blockade of a city or fortified place to compel it to surrender
Not exactly what happens in game. The sixty man zerg comes, drops four or five catapults and smacks away for all of two minutes. All this while the other guy is sleeping. A siege can last from a few weeks to, the longest in history was Ishiyama Honganji, twenty-one years.
Not true mate as the siege of Candia in Crete, Greece lasted 22 years (1667-1689)
I am unable to agree with the decrease in siege damage unless each day the maps are reset.
OR
The less workable alternative to this would be to remove all wall/gate upgrades from the game.
Then reducing siege damage would be possible. A range reduction for trebs is something I agree with.
(edited by elkirin.8534)
Here’s my wishes:
- fix the WELL KNOWN, probably VERY EASY TO FIX map bugs ( invulnerability spots, places where you can get inside the blue keep spots, etc. ALREADY !!
- calm now:
- thieve stealth rework ( read NERF!!@@ ), mesmer’s confusion, and general downstate abilities balance.
- culling
- remove the players ability to damage doors ( keep/tower, etc )
- make walls height count as range for players abilities ( substract for people shooting up, add for those shooting down ) or make whatever advantage for people standing on walls and maybe scale it with upgrades.
- commander icon to at least reflect if he needs more or not.
- vanity: make some intermediate titles available before i get old killing my 1 mil dolyak or whatever.
Ruins of Surmia