Orbs Should Give Stats To Loosing Teams Only
I like this. Very good idea.
Nar: I love that it will take me time and money to
reach the same level I’m at right now… …said no one, ever.
It would help with that ‘snowballing’ issue some chap posted about a couple of days back. I can see where you are going with this.
It’d be nice if outmanned buff was actually useful too because losing sides generally haven’t got the man power.
They could just completely remove orbs giving combat-related buffs.
ie.) swap the outmanned and orb buffs around. This makes the most logical sense to me. Otherwise, just have the orbs count as bonus points that acrue each tick, like holding a camp/tower/etc.
that would promote teams to go after the weaker on the server 2v1
gg fail
no it shouldn’t why would anyone place orbs then it only help enemies also the loosing team should stop giving up that’s the recipe to victory.
@Recently
Yes I was to thinking about swapping outmanned with orb buffs, but then someone posted a very good contr-argument – if orbs gave only PvE buffs, why would anyone care to get them in a PvP setting at all? It’s the same problem as with the jumping puzzles.
@Daish
So, just like it is now (2 stronger teaming up on the weakest), but the two other teams will have less advantage over the third in my system More importantly, those who need the advantage the most will get it, not like it’s now, where the strongest gets even more advantage. I do not offer a complete fix to all WvW issues here, only suggesting a fix for the orbs itself. For the 2on1 issue see my Server Diplomacy System topic.
@tom
I do not think you completely understood how my system works. Every server will have incentive to get and use orbs, because even if not all orbs give you the buff, you take that buff away from the enemy if you possess the orbs.
I see where your coming from with this but i believe instead of giving the winning team a handicap deny have more than 1/3 players than your enemy teams would even things out.
this means in order to have 500 players your enemy must have at least 333 players.
it does make sense. i think its a good idea.
This could also be modified by adding scaling factors that take into consideration the total number of people in WvW on each side, diminishing the 5% gain for the leader if the population on that server is significantly greater across all 4 maps than the others, and buffing the max 15% for the last server, if they have very few people on, but still manage to hold all 3 orbs (say up to max 30% buff).
This is silly, what if the scores are even and one team tries really hard to take first and they get punished for doing so and get pushed back? Nope here.
i don’t like this idea. there is already a xp/mf/karma buff if you have less players. sure there is prob something more they could do to encourage the loosing team but this is defiantly not it. all 3 sides have the exact same advantages if you want the buff then just capture the points.
TL:DR If you lost its because your server was not as good as the others.
in this regard, the outmanned buff i agree it should be changed,taking an example of a good “buff”, albeit if a little late in getting, the game Aion had a buff for the losing side (there where forts to capture too), and if one side of the players (npc side not included), had over 80% of the forts captured the, the losing side would get a boost that would increase their defense and offense against other players by a set ,, and if the enemy players still got to 90 capture, the buff would then increase even further, i think tripling the %
if a side is having this overwhelming victory against other worlds, not many people will be encouraged to participate, as most capture points would be well upgraded and had its defenses set in place, taking over them will be difficult, so something like giving to the losing worlds a 10% damage mitigation and damage dealing if a world takes over 60% (easily visible with the cake-o-meter in the B window), and if it reaches over 80% then either double it or triple it, a world that has gone as far as getting 80% or above of “world domination” is not going to get any challenge whatsoever.
They should simply be moved to less defensible positions.
Move alters to outer keeps instead of inner. or outside entirely.
nono, orbs are too easy to take already.
DAOC did it right:
1) make orbs harder to take in the first place – shouldn’t be able to ninja it in under an hour. Taking an orb ought to be a multi-stage process taking at least 3 hours minimum.
2) you can only put 1 of 3 orbs (in DAOC, 2 of 6 relics) in the really well-defended location, orb 2 of 3 can only go in a medium-defended keep, and orb 3 of 3 can only go in a comparatively lightly-defended keep.
orb problem solved.
(edited by scerevisiae.1972)
Disagree,
Winning=more bases=greater dispersion of forces
When we are too outnumbered on night shift, commonly we focus on taking the orb and defending one base. Orbs are working as intended.
To give handicap, a better solution is allowing players with the outmanned buff to carry 30 supply.
On a side note : The only thing stopping small skilled groups from taking down zergs is the speed of which they can combat ressurect.
The Fallen Sons
Sorrows Furnace
Orbs should give non-combat buffs so there is no swing effect at all.
Disagree,
Winning=more bases=greater dispersion of forces
When we are too outnumbered on night shift, commonly we focus on taking the orb and defending one base. Orbs are working as intended.To give handicap, a better solution is allowing players with the outmanned buff to carry 30 supply.
On a side note : The only thing stopping small skilled groups from taking down zergs is the speed of which they can combat ressurect.
Sadly, it doesn’t work like that. In the real world, it would, but in WvW capturing more bases after a certain point actually ends up concentrating your forces as you push towards the enemy spawn. Your forces don’t end up being “dispersed,” and if the enemy tries to take a tower deep in your territory they won’t be able to hold it since they will be unable to get supply there. So basically, they have to push you on your front line – which unlike the real world, doesn’t expand as you gain territory.
As for the second part, not only does the speed of combat resurrection help zergs, but also the AOE limit of 5 targets and the downed state in general. The game mechanics here make zerging very rewarding.
Loosing? They are letting something loose? Loosening something? How would that help anything?
they should just switch the buffs that orbs and outman give you. orbs should give the magic find and that stuff while outmaned gives something actually useful cause i mean come on when your out maned its not like you going around taking everything to where a karma boost is helpful lol
lvl 80 Ele
KnT Commander
I’m glad I gave this thread the time of day, the title gave me a bad impression, but I like your idea.
People were running around naked by the end of last week, not a care in the world because of 3 orbs. While it is fun, its not the kind of fun one would expect of WvW.