Siege Limit && Siege Despawn Timer

Siege Limit && Siege Despawn Timer

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Posted by: Gudradain.3892

Gudradain.3892

First, it would be nice to have some number on siege limit and siege despawn timer. Lately, as Emhry Bay, we got siege abuse a lot by one individual. He would put ram on all our wall so we can’t place anything. I know MikeFerguson share some number before in this thread :

https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Willing-to-share-WvW-details/first#post1190009

Unfortunately, some things are not working.

- We were siege cap in EBG last night and I went out and count every single siege I could find out. We had 94 siege other than rams and a few ram inside keep (like 3-4). In the post of mike it states that it’s 100 rams + 100 anything else. So, we should have still been able to build rams at least.

-Trebuchets and golems always disappear and the 30 minutes timer in Mike post seems accurate. Also, build site disappear faster so the 10 minutes timer seems accurate. But Rams, Arrow Carts, Ballista and Catapult takes forever to despawn. Like, I put some AC at a very specific spot on reset night and Thursday they are still there… Also, Rams put on wall by griefer on reset night only disappear after 4 days!? I see only 2 options : either the timer is not 30 minutes for those or people are really stupid and always refresh rams, ac, ballista and catapult but never refresh trebuchets and golems. I prefer to think about the first option.

Here are some suggestion to fix these issues :

- Despawn timer are fine and should be keep. As long as there is a siege limit, despawn timer is the best way to combat griefing. But, the timer could be longer for some siege.
- Despawn timer of rams should be 5 minutes max. Rams is only useful at a door. Either you take the door and the ram is now useless. Or you don’t take the door and the ram get killed. There is no need to have rams that stay around for 5 hours!? This will heavily combat griefing. (Note : The despawn timer is refresh if used)
- All siege should despawn after a fix amount a time, no matter if they are refresh or not. We don’t need 50 sieges in the Keep that never get attack because we are the strong server in our tier…

Pls consider these changes.

Afala – Ehmry Bay

(edited by Gudradain.3892)

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Posted by: jojojoon.8607

jojojoon.8607

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.

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Posted by: Burntb.7392

Burntb.7392

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.

Eredon Terrace is my Home!

(edited by Burntb.7392)

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Posted by: Zajo.5946

Zajo.5946

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.

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Posted by: Gudradain.3892

Gudradain.3892

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.

Afala – Ehmry Bay

(edited by Gudradain.3892)

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Posted by: pupu.8619

pupu.8619

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.

Rosh Sha Dor
Hand of Blood[HoB], Konglomerat [KOT]
Piken Square

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Posted by: Rising Dusk.2408

Rising Dusk.2408

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.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

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Posted by: Zepher.7803

Zepher.7803

Didn’t the Dev’s say Flame Rams don’t count towards the siege limit the same as trebs/ac/balls/cata? what happened?

Sincerly, Me.

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Posted by: Atherakhia.4086

Atherakhia.4086

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.

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Posted by: CreativeAnarchy.6324

CreativeAnarchy.6324

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.

I speak for my self and no one else. Only fools believe they speak for a majority.

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Posted by: CreativeAnarchy.6324

CreativeAnarchy.6324

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.

I speak for my self and no one else. Only fools believe they speak for a majority.

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Posted by: Ruprect.7260

Ruprect.7260

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.

Ruprect – [DIS] Dissentient
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast

(edited by Ruprect.7260)

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Posted by: Svenlana the Viking.4031

Svenlana the Viking.4031

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.

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Posted by: Yohimbe.1876

Yohimbe.1876

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.

Chay Darkhaven – SBI
Leader of The Ethereal Guard
Huzzah!

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Posted by: Florgknight.1589

Florgknight.1589

You know it really sucks to put down 30 superiors just to have them despawn overnight.

.

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Posted by: Atherakhia.4086

Atherakhia.4086

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.

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Posted by: Cactus.2710

Cactus.2710

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.

D/D Thief who prefers mobility to stealth … so yeah, I die a lot
Stormbluff Isle [AoD]