A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained
1) Defending NPC camps. There’s no reward for it but if you don’t do it, they are easily neutralized — especially the quaggan nodes. Takes 5 minutes to cap them and 30 seconds to destroy them.
2) Defending things in general. There’s no crafting station, no trader, really nothing to do but if you aren’t already inside when the attack starts, you might not get there in time. Un-reinforced gates drop SO FAST and lords only survive for about 8 seconds against 30 players so you have to be inside when the attack starts if you want a chance to delay them.
3) Defending supply camps. No walls. Pricey upgrades that don’t do anything to slow down 30 players. No really good place to stand and defend. Defending supply camps is probably the single most important thing to do but nobody does it because they are basically indefensible (with the exception of Pangloss…)
As I write this I’m “defending” a quaggan camp. I can’t repair the power node so it’ll eventually go down no matter what I do. It’s a great thing to do because I’m sure the lightning is messing up the enemy keep defenses as I type but, yeah, here I am on forums because I’m mostly just sitting here watching my screen, waiting for an enemy.
I’m not sure what can be done to spice these things up, but certainly we could use crafting stations in towers (and NOT in the invulnerable starting area) and NPC camps could maybe get some kind of two-tier system to destroy them to give the owning team a chance to hear about it and rush to defend them, plus a “defense” event, like towers have. Morale and power node health should slowly increase as well.
Maybe adding stuff like entrenchments and fixed defenses to the supply camps and such? Something that can be bypassed but where defenders are offered a bit of a defensive bonus.
I can see something like sentry towers with mounted weapons emplacements, barbed wire which snares people, minefields and such, all obviously would be upgrades, but at least upgrades that make it more difficult to take.
Edit: Hell, just add that to the siege merchant, and let them be placed anywhere, make people build their own defenses.
I hope Arena net pays attention to the suggestions and observations players make. It’s one thing to test internally, but obviously completely different when it gets put to a real test.
I want better leveling from all of this.
Maybe adding stuff like entrenchments and fixed defenses to the supply camps and such? Something that can be bypassed but where defenders are offered a bit of a defensive bonus.
I was thinking of something like an upgrade which would allow you to easily recover all your completed upgrades at a supply camp once you retake it, or generally disallowing camps from losing their upgrades. Camps change hands too easily at the moment and I think it’s too easy for a small group to kill off that many upgrades; their upgrades should reflect their easily gained/lost nature.
Yeah, I stopped buying the last 2 upgrades for supply camps. They do help against a small group but when 20 people roll through, those two upgrades aren’t even a speedbump. Everything dies in literally about 10 seconds, so what’s the point?
NPCs in general should probably be more “zerg resistant”. More AE attacks. They seem to have ability sets aimed to deal with individuals but you don’t generally get 1 person trying to take a supply camp. (And the supervisor is basically a joke.)
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