(edited by Gudradain.3892)
Siege Limit && Siege Despawn Timer
I I don’t agree with your last point. If my server puts down 50 siege and spend time to run supply to build all of them (which could take hours if a small team is doing it), I do not want them to be despawn when we have people constantly refreshing them.
5 minute timer for rams? No thanks!!
I’m sure many can think of situations where a 5 minute ram despawn timer would be just plain painful..
Same feelings about refreshed siege, if we take the time to refresh it, it should not despawn.
(edited by Burntb.7392)
A despawn timer for rams, sure, but maybe give it an hour at least.
As a big consumer of siege and a long distance runner for the supply to build it, I’d love for there to be some sort of visible sign that a siege will despawn.
After playing against same server for months you kinda get to know their moves. So pre-building siege to counter their masses is very important. But there are very few things as frustrating as seeing the siege despawn right under your nose.
And lets face it, the despawn time is not nearly as accurate as it’s said to be.
Sorry but it seems we don’t play the same WvW. I would like to find a plausible scenario where I would need a despawn timer of 1 hour on a Ram but it’s totally impossible.
What are the place where the ram is both useful AND can be left alone for more than 5 minutes without being destroyed? —-> None.
If you let a Ram at a door and leave it there, it will be destroyed by the guard before you come back. The only things that long despawn timer for Rams favor is griefing by putting it in useless place like on wall and to take 1 spot in your siege cap.
Note : Despawn timer of Rams would be refresh if used.
(edited by Gudradain.3892)
As a big consumer of siege and a long distance runner for the supply to build it, I’d love for there to be some sort of visible sign that a siege will despawn.
I would appriciate a visible sign for when a siege weapon will be despawned too.
maybe a buff for the placeable sieges or a extension to the nameplate like “Superior Arrow Cart (13m)”.
It would make the “Refresh”-runs a bit faster and also would help to see if unwanted sieges (like rams on the roof of a tower supply camp… oO) are being refreshed activly by “bad” people.
Hand of Blood[HoB], Konglomerat [KOT]
Piken Square
I wish we could simply not have refresh timers at all, and allow commanders the ability to ‘deconstruct’ siege when it was no longer needed. Then, when you hit the cap of siege for that type for a map, the one that hasn’t been used in the longest period of time would despawn in favor of the new one. That way anything that actually gets used would always be safe from despawning in that case (and commanders could deconstruct siege that was superfluous as well, including those siege weapons griefers lay down like rams on walls). Additionally, because only commanders could deconstruct, griefers would have to shell out 100g (and be very visible on the minimap as they do it, making them prone to being easily reported) to successfully despawn necessary siege.
Didn’t the Dev’s say Flame Rams don’t count towards the siege limit the same as trebs/ac/balls/cata? what happened?
Better solution would be to just change siege to have no master. If you build siege to attack something, you should have to tear it down to avoid the enemy from using it to get right back in. Want to defend the siege against invaders? Don’t ball up on the door to stack your fields. Want to heal people on the rams while they’re being pelted by arrow carts? Use actual heal skills instead of blast finishers.
I agree with the rams needing a short timer.
I disagree with your last statement that siege should despawn regardless of being refreshed. This will only be useful to your situation and even then I would still rather keep my siege regardless of how strong the server was.
I would like to see all other siege have a much longer timer.
Didn’t the Dev’s say Flame Rams don’t count towards the siege limit the same as trebs/ac/balls/cata? what happened?
I don’t think that is quite working right.
Had a issue where we couldn’t build any more arrow carts in longview over the door even though we only had 2 up and no other siege in the area except the rams were still on the door.
Either it just doesn’t count correctly in the first place or there is a possible bug that can crop up.
Sorry dude but your ideas are terrible. Flame rams can be user for things other than doors in a defensive situation. I do not want to have to refresh those every 5 mins.
The problem with saboteurs needs to be fixed but what you are suggesting would be more problematic than the saboteur.
Also, if siege despawned on a hard timer even if refreshed/used no one would build siege. Sometimes we build 5+ golems and leave them at spawn until we are ready to use them, by the time the last golem was built the first would have despawned. The hard timer would have to be like 24 hours or something.
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast
(edited by Ruprect.7260)
One suggestion is to allow the officers of the claiming guild to be able to destroy any placed seige in that structure. If only the officers can destroy, then it minimizes a “spy” getting in and destroying all properly placed seige.
One suggestion is to allow the officers of the claiming guild to be able to destroy any placed seige in that structure. If only the officers can destroy, then it minimizes a “spy” getting in and destroying all properly placed seige.
^^ This. At the very least, it is a fix that is doable. Usually the siege saboteurs are not part of a guild who claims. At worst, we would have to wait for an officer of the claiming guild to come on the map (thinking Oceanic as opposed to NA here). But at least it goes toward ridding the keep of unwanted siege.
Leader of The Ethereal Guard
Huzzah!
You know it really sucks to put down 30 superiors just to have them despawn overnight.
No one else feels siege inside a tower/keep is an issue in and of itself? I’m fine with arrow carts as they tend to be more defensive in nature. Even catapults and balista to a lesser extent. But trebs?
One of the major problems I have with the way WvW works right now is how you can effectively siege surrounding structures from within the walls of another. There’s no real risk involved. Same with meleeing gates. Why allow weaposn to hurt gates at all? Why not have hand-held siege weapons that do like 10% damage to players and gates. That way if you want to siege a structure with players, you run the risk of being caught without real weapons equiped and you’ll suffer for it.
I know it’s not related to the main problem being discussed, but I find WvW pretty one-note in this game mostly because the risk vs reward elements don’t seem to be on par with one another.
This is why I spend almost all my time scouting for groups or roaming with my clique.
No one else feels siege inside a tower/keep is an issue in and of itself? I’m fine with arrow carts as they tend to be more defensive in nature. Even catapults and balista to a lesser extent. But trebs?
One of the major problems I have with the way WvW works right now is how you can effectively siege surrounding structures from within the walls of another. There’s no real risk involved. Same with meleeing gates. Why allow weaposn to hurt gates at all? Why not have hand-held siege weapons that do like 10% damage to players and gates. That way if you want to siege a structure with players, you run the risk of being caught without real weapons equiped and you’ll suffer for it.
Say what?? What’s the point of having a tower or keep at all if it doesn’t provide you with walls to protect you and your weapons? It doesn’t sound like you understand the concept of WvW. Part of the game is the ability to be able to hit a tower or keep from another, and part of the strategy is to know, cap, and hold those that allow that versus those that don’t. You’re SUPPOSED to have to attack and capture structures that protect siege instead of just attacking the siege itself.
We might as well be playing some sort of open field capture the flag if you had it your way.
Stormbluff Isle [AoD]