Please undo the 25 fightmarker

Please undo the 25 fightmarker

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Posted by: Slamz.5376

Slamz.5376

I think the bottom line is that it makes it harder for players to log into WvW and understand where the front line is at.

We should be making it easier, promoting more battles, not harder, promoting more PvE “ninja captures”.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

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Posted by: sostronk.8167

sostronk.8167

Remove swords, add a system that alerts a guild when there keep/tower is under attack.

White swords, which is already implemented. Thats the thing, we comm when we see white swords and ask for eyes on X area. Someone comes back eventually and tells the zerg what it is causing the white swords.

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Posted by: TeamBattleAxe.3901

TeamBattleAxe.3901

I think the bottom line is that it makes it harder for players to log into WvW and understand where the front line is at.

We should be making it easier, promoting more battles, not harder, promoting more PvE “ninja captures”.

That’s a good thing two-fold. If our pugs don’t know where the front line is, they’ll ask and end up getting assigned to more important tasks than running in a blob. And if it’s not clear to our own players where our front line is, the opponents sure as hell won’t know either.

WvW is about points and holding objectives, not two armies running at each other in an open field and mashing buttons. Combat is an important part of the game, yes, but only if used to serve a purpose. Otherwise, it’s just sPvP on a bigger map. Causing a ruckus at a south tower and tying up your enemies’ reinforcements while a small team secretly flips an opponent’s keep… that’s what makes WvW fun.

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Posted by: Brooke.9741

Brooke.9741

This needs changed to 10 or 15 to trigger orange swords, to enable more orange swords popping up on map.
As of now, the rarity of when orange swords do pop up, everyone knows 25+ people are in that location and becomes a focus to rally. Drawing in almost nearly every PUG in the map, meanwhile other locations flip without anyone noticing.
In essence promoting both zerging, and ninja attacks.

In short, more swords icons, forces dission making of which swords to investigate. Less swords become a focus point as it known a great number of people at that location.

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Posted by: Snorcha.7586

Snorcha.7586

I have to agree. This makes WvW feel almost dead in oceanic timezones even in Tier 1. Please revert it back to the way it was.

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Posted by: KinkyWarrior.1879

KinkyWarrior.1879

Loving it. Can have small scale fights with out being roflrolled by 50 people coz they’re attracted to shiny objects like the swords on the map.

Dius Vanguard [DiVa]

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Posted by: Sureshot.6725

Sureshot.6725

How about we give the system some time before rushing to judgement. Lets give the playerbase time to adapt and adjust. Maybe it will need to be tweaked.

However, imho it is clear their intention is to improve gameplay by spreading players out across the map so lets give it a chance.

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Posted by: Esprit Dumort.3109

Esprit Dumort.3109

I believe someone said this already… fine for upper tiers, where people are actually scouting and staying around towers to defend. But lower tier servers there is only some semblance of organization, and too many randoms, so people just want to get loot and rewards.

The people in lower servers who do defend, now feel even more obligated to stay, which sucks for them when others are battling out. They are the 1% … of people who defend and scout.

Jessamine [SNOW]
Gandara

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Posted by: Simonoly.4352

Simonoly.4352

I like what this update with the orange swords is trying to do, but I think it should be lowered further to maybe 10-15 people. I’ve always really liked looking at the map and seeing orange swords popping up all over the place – it was kind of exciting and a great indicator of where the action was without having to spam chat for directions.

Gandara

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Posted by: Esoteric.5490

Esoteric.5490

The argument that a change sucks because it requires organization in large scale PvP where organization directly correlates to success it quite a bit silly.

Blackgate Forever,
Riven – [KnT] GM – http://KnightGaming.enjin.com
Commander – Grand General of Blackgate

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Posted by: Edragor.9164

Edragor.9164

I like small scale skirmishes, defending/patroling a tower + nearby camp(s) with a few people …and after patch:
…you are getting less unwanted zerg attention (no swords to roflstomp for them^^)
…way more player tag around and help defend/upgrade/scout
…WAY MORE small guerillia squads harrasing and providing interessting matches/battles
…even organized zergs start to split a lot more (to not get flanked by all those small groups)
…more guarding/defending camps “naturally occuring”

Maybe its only me, but feels like meta got “enhanced” by the little changes.

…only the whining of PvE-Karma-train zergs is annoying, that have to “wait” at a camp for buff to expire…only to attract the enemy and haveing actually to fight for the cap
;)

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Posted by: VOLKON.1290

VOLKON.1290

Give Rangers a camouflage ability… stealth while not moving, breaks if they move, take damage or cause damage. Could be an interesting tool for scouting…

#TeamJadeQuarry

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Posted by: Jaxon.5392

Jaxon.5392

I don’t agree with ever having map markers. I wouldn’t mind if there was some smoke coming off your tower/keep if it was under attack but could only be seen within a reasonable distance.
Map markers at all is stupid, you should have scouts reporting activity across a battlefield, not an algorithm.
But I do agree they need to make keep defense and scouting more rewarding since the attraction of the zerg is bags and karma.

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Posted by: vex.3482

vex.3482

15 fightmarker would be perfect
25 is a little bit out of place coz nobody likes to be scout and just stand there

meh

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Posted by: Edragor.9164

Edragor.9164

HOW SCOUTING & DEFENDING WORKS…
- You dont need to remain in a tower ALL the time.

- Actually YOU NEED to patrol between tower and other objectives:
→ to keep Steady/Fast supply line
→ to defend/retake nearby camps/guards
→ to provide info
—> especially on zergs to be able to react and prepare your tower defense
—> white swords
→ to repair/upgrade/build
→ fending off solos & small groups and driving them out of the “protected region”
(…and without orange swords you dont have to fear the zerg arriving a minute later)

- Scouting range & amount of objectives you can SAFELY COVER depends on:
→ organization (&rotation…) of patrols/scouts/guards
→ available/willing players
→ builds (roamer…) & player skill (& enemy skill / counter activities ofc)
→ viewing distance & obstacles in LoS
Upgrade Status (…iron walls are better than wood aka more time to react)

…and holding at least a single tower per map, attracts fellow players over time into the map providing reinforcements…
…the majority doesnt like to enter a seemingly “over-dominated” map, thats why every server should try to hold onto spawntower as long as possible.