221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Have a screen pop up and chat window message indicating the name of a player (and obviously basic info like what structure and tactivator) when a tactivator is used. This should help discourage enemy players from trolling tactivators because then we know clearly who to report.
Thanks for reading this awesome suggestion!
(edited by Swagger.1459)
Though a great idea, I don’t think reporting will really do much.
Worse players in wvw have been reported for really nasty behavior and they are still playing, no suspension, no ban, nothing. I know this because they like to spam team chat with offensive words and chest pound how they’ve been doing this for years with massive reports against them with zero action from anet.
perhaps owning guild of structures could have a personal ban list of players not allowed to use tactivators while tactivators are on public? this would obviously be set at guild level not structure level so it carries over
The problem is abuse and trolling of tactivator’s, we don’t need to see a list a players who might just be using it for legitimate reasons, or by accident considering the close proximity of the levers to other interactable objects and npc’s. This would lead to a large number of reports that would still make it impossible to determine if the intent was to troll or if it was accidental. Screen pop ups are annoying enough as it is, we don’t need more.
Guilds can slot in upgrades for a structure regardless of who claims it, so a ban list cannot be used nor is it a practical solution. Hypothetically, you could have 1 guild claim a keep, and then 6 different guilds slot in an upgrade, there is just no way such an idea could work.
What they can do is put implement a mechanic that prevents the use of certain tactivators until a criteria is met. For example emergency waypoint would not be useable unless a structure was actually being attacked and damage was done to gate/walls/lord.
(edited by X T D.6458)
All Anet need to do is default tactivator use to guild members only (those with access to activate them). If a guild want to open them up they need to do it manually. The usage of tactivators can be logged in the guild log (ie player x used tactivator y at objective z).
It aint harder than that.
But apparently it will take years to implement.
Remove the levers and make everything automatic like auto upgrades!
you could removethe tactivators and simply add them as a dialog option to the upgrade npc so that people who dont know what they do wont hit them out of curiosity. that would eliminate over half of the abuse
All Anet need to do is default tactivator use to guild members only (those with access to activate them). If a guild want to open them up they need to do it manually.
Eh, you can already do that by removing public activation. Only members of the guild with the claim can use it.
you could removethe tactivators and simply add them as a dialog option to the upgrade npc so that people who dont know what they do wont hit them out of curiosity. that would eliminate over half of the abuse
Npcs can be killed which would make them unusable.
you could removethe tactivators and simply add them as a dialog option to the upgrade npc so that people who dont know what they do wont hit them out of curiosity. that would eliminate over half of the abuse
Npcs can be killed which would make them unusable.
make that one singular npc non-combat and immune to damage……. pretty kitten simple if you ask me. the tactic of killing siege vendors has been dead for ages anyway since people just carry stacks of 100 around
you could removethe tactivators and simply add them as a dialog option to the upgrade npc so that people who dont know what they do wont hit them out of curiosity. that would eliminate over half of the abuse
Npcs can be killed which would make them unusable.
make that one singular npc non-combat and immune to damage……. pretty kitten simple if you ask me. the tactic of killing siege vendors has been dead for ages anyway since people just carry stacks of 100 around
That could bring up a bunch of other issues, regarding targeting, aggro messing with capture (invuln yaks for example), and players fighting around the npc to avoid damage.
Also having an interactable object rather then a dialogue option is much faster, which means if there is an enemy blob in the area, you don’t want to be standing there waiting for a dialogue window to pop up and reading the options before you choose.
you could removethe tactivators and simply add them as a dialog option to the upgrade npc so that people who dont know what they do wont hit them out of curiosity. that would eliminate over half of the abuse
Npcs can be killed which would make them unusable.
make that one singular npc non-combat and immune to damage……. pretty kitten simple if you ask me. the tactic of killing siege vendors has been dead for ages anyway since people just carry stacks of 100 around
That could bring up a bunch of other issues, regarding targeting, aggro messing with capture (invuln yaks for example), and players fighting around the npc to avoid damage.
Also having an interactable object rather then a dialogue option is much faster, which means if there is an enemy blob in the area, you don’t want to be standing there waiting for a dialogue window to pop up and reading the options before you choose.
most of those issues you mentioned are classified as bugs. as for taking time to activate i would rather that then wait 15 minutes for the tactivator becuase another new player wanted to know what the tactivators all did.
simple fix to this problem would be make the guild that try to trigger it consume there guild charge. So if problem truly is “trolling” they only be able to do that if they where in a guild that had charges to begin with.
you could removethe tactivators and simply add them as a dialog option to the upgrade npc so that people who dont know what they do wont hit them out of curiosity. that would eliminate over half of the abuse
Npcs can be killed which would make them unusable.
make that one singular npc non-combat and immune to damage……. pretty kitten simple if you ask me. the tactic of killing siege vendors has been dead for ages anyway since people just carry stacks of 100 around
No, it’s because Permanent Portable Provisioner is a thing.
I can see the accountability of the pop up window, but I doubt this actually stop it happening. The fact that the player name is shown to everyone would simply embarrass new players and feed the trolls.
Making tactivators useable by only the guild that set them is not the answer either.
I know it’s a pain if they get trolled, but I see that behaviour far less often than I need someone to pull a tactivator in defence of an objective.
Locking tactivators to a specific guild is great while players of that guild are on the map and present at that location, but literally useless otherwise.
A better idea: allow the guild that put the tactics more filter to whom may activate them:
Locking tactivators to a specific guild is great while players of that guild are on the map and present at that location, but literally useless otherwise.
Tactivators is a guild thing. Literally, they come from an upgraded and expensive guild hall. Why should tactivators by default be open to pugs?
Again, simple solution:
- Tactivators default to guild only on claim
- Guild can still open it to public manually
- if no guild member with tactivator access has been active on the map for say 1 hour, it flip open to public automatically.
Locking tactivators to a specific guild is great while players of that guild are on the map and present at that location, but literally useless otherwise.
Tactivators is a guild thing. Literally, they come from an upgraded and expensive guild hall. Why should tactivators by default be open to pugs?
Again, simple solution:
- Tactivators default to guild only on claim
- Guild can still open it to public manually
- if no guild member with tactivator access has been active on the map for say 1 hour, it flip open to public automatically.
As to locking the public activation – can’t say for others but I’m never doing this mainly for 2 reasons:
You cannot guarantee that in time of need your guild will have members on the map(Some structures are owned for couple of days so unless you are member of some large/community guild with 24h coverage it’s just not possible)
Even if you have people on map you cannot guarantee that in time of need your guild members will be there in time to flip it.
Locking tactivators to a specific guild is great while players of that guild are on the map and present at that location, but literally useless otherwise.
Tactivators is a guild thing. Literally, they come from an upgraded and expensive guild hall. Why should tactivators by default be open to pugs?
Again, simple solution:
- Tactivators default to guild only on claim
- Guild can still open it to public manually
- if no guild member with tactivator access has been active on the map for say 1 hour, it flip open to public automatically.As to locking the public activation – can’t say for others but I’m never doing this mainly for 2 reasons:
You cannot guarantee that in time of need your guild will have members on the map(Some structures are owned for couple of days so unless you are member of some large/community guild with 24h coverage it’s just not possible)
Even if you have people on map you cannot guarantee that in time of need your guild members will be there in time to flip it.
True, but I would argue that a guild which has no presence on a border – even “in a time of need” – should not have a claim on objectives. But loosing the claim would be a little harsh, I suppose. That why I compromised with the default guild tactivators flipping over to public after a while of no members on the map.
But then again if members leave the border, why not manually set it to public? Oh wait thats right – people wouldnt be kitten d to do that anymore than they can manually lock it to guild after claiming to avoid abuse. Because people are lazy.
you could removethe tactivators and simply add them as a dialog option to the upgrade npc so that people who dont know what they do wont hit them out of curiosity. that would eliminate over half of the abuse
Npcs can be killed which would make them unusable.
well actually wouldnt that make it a strategy for people to try to kill that npc? and then also on the reverse side to defend them
you could removethe tactivators and simply add them as a dialog option to the upgrade npc so that people who dont know what they do wont hit them out of curiosity. that would eliminate over half of the abuse
Npcs can be killed which would make them unusable.
well actually wouldnt that make it a strategy for people to try to kill that npc? and then also on the reverse side to defend them
No, this would create more issues. If the npc is a standard guard, it will die instantly and would not be fair for defenders and would just encourage the use of tactivators as quick as possible rather then strategically. Making it stronger like a champion would be unfair to attackers, as it could also be affected by Iron Guards. I already listed some issues in an earlier post why making it invulnerable would not be practical either.
One of the good things about having an interactable object like levers is that it can be placed away from a lords room, thus giving a better chance for defenders to use them, and forcing attackers to guard that area. NPC’s can be aggroed into a blob, just imagine it this way…what if you had to talk to the lord to activate something…
(edited by X T D.6458)
what if players could vote on a list of players that took the tactivator action?
This would pop up to guild that owns the structure and players nearby that structure.
player X used tactivator at XPTO
| | OK |____________ | X | PUNISH |
Players after some points would loose the capabilityto dorp or use siege / tactivators and this would be account based, not character based.
what if players could vote on a list of players that took the tactivator action?
This would pop up to guild that owns the structure and players nearby that structure.player X used tactivator at XPTO
| | OK |____________ | X | PUNISH |Players after some points would loose the capabilityto dorp or use siege / tactivators and this would be account based, not character based.
No, see reasons already stated in other posts.
Fix the contesting system (as in make it so that real damage has to be done to a wall/gate) then change the defense tactics to only work when an objective is contested. It won’t stop the abuse but it sure will slow it down.
Same with supply, don’t let it be pulled unless it will actually deliver its full supply to the objective.
Oh and whenever the EWP is pulled it should send out a link on team chat along with the name/guild of the user that pulled it.
For Tactivators add a optin off 10 sec vote system on right of screen like when the Bloodlust getting fliped…. Do you vote Yes or No for to activate this….if YES reach for first 5 votes then YES it is.
Have a screen pop up and chat window message indicating the name of a player (and obviously basic info like what structure and tactivator) when a tactivator is used. This should help discourage enemy players from trolling tactivators because then we know clearly who to report.
Thanks for reading this awesome suggestion!
Instead of a screen pop which I personally hate, how about if it’s just recorded in the structure info you get when you right click on it? Then give the claiming guild the ability to block that person.
Sometimes it’s new people that click it because they don’t know any better and that would give a chance to teach them. Sometimes it’s done on accident. I have accidently clicked on one when a Hero Banner was placed too close to it. My bad, but not done on purpose. And sometimes it’s malicious.
Another way of looking at it is this. In all wars there are spies. This game is called Guild Wars after all. So maybe Anet doesn’t want to stop this kind of behavior.
you could removethe tactivators and simply add them as a dialog option to the upgrade npc so that people who dont know what they do wont hit them out of curiosity. that would eliminate over half of the abuse
That would only work if you made the upgrade NPC invulnerable.
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