Two Capture Points Instead of One
It would only slow down by a few seconds the inevitable.
Attackers would have to split (given two points have to be uncontested to cap), while defenders can defend just one point.
Might be interesting in SM
Um, will have to see how its implemented. But essentially you can cap an objective in GW2 after you clear enough of the defenders. Just having another location doesn’t make defense any easier, objectives are lost as soon as people cant defend them.
The reality is every time this is tried is the attackers don’t split, they zerg one point, then the other, then after they have killed everyone they send one guy off to cap the other point.
What happens on defense is that the defenders will focus on defending a single point letting the other one drop freely. Then it will be a zerg vs zerg over a single point.
Saying there are 2 points to capture is just marketing but really doesn’t change how the game is played.
Apathy Inc [Ai]
It would only slow down by a few seconds the inevitable.
Attackers would have to split (given two points have to be uncontested to cap), while defenders can defend just one point.
Might be interesting in SM
Um, will have to see how its implemented. But essentially you can cap an objective in GW2 after you clear enough of the defenders. Just having another location doesn’t make defense any easier, objectives are lost as soon as people cant defend them.
The reality is every time this is tried is the attackers don’t split, they zerg one point, then the other, then after they have killed everyone they send one guy off to cap the other point.
What happens on defense is that the defenders will focus on defending a single point letting the other one drop freely. Then it will be a zerg vs zerg over a single point.
Saying there are 2 points to capture is just marketing but really doesn’t change how the game is played.
Thanks for the replies. I think that you’re wrong, GuestNull.6318 and Draygo.9473 in suggesting that it would not be any different than it is now.
I believe that the two-point system implies that it would be more easy to hold-off or frustrate attackers with a smaller group than it is at the moment.
I think you, Jocksy.3415 and Draygo.9473, hint at the far more complex gameplay that this seems, to me, to be encouraged by this new system. Imagine having a small group to kill the single-person who gets left to capture a point on his own. Imagine that group avoiding combat with the zerg and just hitting whichever capture point is held by least enemies.
What about having the inner walls and doors of a keep be invulnerable until you capture and hold two points in the courtyard( the area between inner and outer)? Would bring some more fighting between siege wars and give the defenders a chance to repell the invaders.
What about having the inner walls and doors of a keep be invulnerable until you capture and hold two points in the courtyard( the area between inner and outer)? Would bring some more fighting between siege wars and give the defenders a chance to repell the invaders.
I’d see this only if those capture points are far enough from internal doors/walls so that ballistas and AC’s can’t reach them.
And I wish no capping was faster when many people are in the circle than when there are few (right now capping in zerg goes way faster than capping alone / in small groups – already takes longer to kill the stuff alone)
No you are wrong Jocksy, capping as a zerg doesn’t make the cap point flip any faster.
Mizu your idea would shut down strategies that allow the destruction of the inner wall before outer is breeched.
Apathy Inc [Ai]
No you are wrong Jocksy, capping as a zerg doesn’t make the cap point flip any faster.
Mizu your idea would shut down strategies that allow the destruction of the inner wall before outer is breeched.
You’re wrong. It has been tested and proven to be true that more people in a circle cap it faster. (The Ruins cap circles are the exception to this rule, as they will always cap at the same speed with nay number of people in them.)
No you are wrong Jocksy, capping as a zerg doesn’t make the cap point flip any faster.
Mizu your idea would shut down strategies that allow the destruction of the inner wall before outer is breeched.
For taking sentinels, towers and camps alone, and taking them with different sized groups, I can tell you the bigger the group is, the faster it caps.
Except for the ruins, because they wanted to make them so that a zerg has no advantages there…
Never took the ruins sentinels with a group, so can’t tell about those…
No you are wrong Jocksy, capping as a zerg doesn’t make the cap point flip any faster.
Mizu your idea would shut down strategies that allow the destruction of the inner wall before outer is breeched.
big groups capping circles faster then 5-6 persons, sentries are an exception but who cares about those anyway
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
the secret will be not to be far apart, to be one up in the tower like is now, and one down on the cort yard, defenders will be able to defend them both from one point, also remember warbanners?
everyone crying about stoping this zerg farms… this will help, mabye not on gold leagues but on medium and lower tiers will be a bit more dificult to flip
A Skritt is dumb. A group of Skritt are smart.
A Human is smart. A group of Humans are idiots.
I think this concept can, but not necessarily should, be applied to GW2’s WvW, such that the courtyard between the inside walls and outer keep walls (middle area of a keep, castle, and areas where siegerazer needs to maintain control of outside of towers) gets a capture point. Whereby attackers must control and maintain control of in order to capture the inner cap point and subsequently take the objective. Either point would start to uncap once half of the capturing team within the overall ‘Assualt ABC’ event range leaves the capture point. Defenders would only have to maintain control of one area to retain control of the objective. In essence, defenders and other opposing forces should have to be annihilated in order for the primary attackers to capture an objective. Any defender that enters the points would start to uncap the point. It would be similar to how the ruins uncap but modified to heavily favor the defenders.
Additionally, the War Score could possibly be used to determine the threshold at which the additional cap point mechanic is used. Let’s say, since the first place server is 10k points or more above the 2nd place server, then they’d have this mechanic applied to them when they attack objectives. The losing servers would still have the current capping system applied to them when they attack objectives.
Guild Wars 2 needs a Public Beta Environment