WvWvW Suggestions. Anti-Zerg! Reduced Lagg!

WvWvW Suggestions. Anti-Zerg! Reduced Lagg!

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Posted by: Jordan.6157

Jordan.6157

Hi. Here is my suggestions to make WvWvW a more skilled environment and a more enjoyable place for everyone.

1. Keeps/Towers - Nothing worse than claiming your own keep and beefing it up with ballista’s and arrow carts etc to find that 5 minutes later the enemy zerg comes along.. but you think “Eh, I have a ballista, this should be fine”. So you take control of the ballista and destroy the many siege weapons they build in your ballista’s line of sight. There is a wall on the keep that the ballista won’t be able to reach and could be stealthy taken down by the enemy with a catapult considering I have the gate covered. But oh no the gate is down? How? Oh yer because the zerg spammed spells at it.

Although destroying a gate with spells is good I think that all it has lead to at the moment is a zerg party storming around the map, lagging people out taking keeps with out a single thought in their mindless zombie brains.

Sooo even though it’s going to get absolutely ridiculed I am suggesting to make the gates only take damage from siege weapons. “Oh what is this kitten” you may be thinking. Let me explain you through the advantages of this.

Advantages:

  • It will split the enemy zerg. There will be no need for a massive group to travel around taking keeps effortlessly because they can just spam spells. Instead there will be more smaller groups split around the zone. This would undoubtedly promote a more tactical approach to capturing towers/keeps.
  • I don’t think it’s fair for the amount of gold invested into a tower for it to just go down the drain because an unbeatable group that you cannot stop has destroyed the gate with their 1 skill rather than invested into taking the tower/keep.. I think if the tower is fortified it should be a little more required to take it down with the more expensive of siege such as a golem or treb.
  • Because attackers will be split up so will defenders. Don’t think “oh no now the people attacking keeps will stand no chance against the defenders” because if every keep has a small group attacking the defenders will have to split their resources if they want to keep their towers.
  • Reduced lagg. People will most likely be evenly distributed around the map therefore you should experience less of the 60 down to 10 fps problems that most likely happens now.
  • Attackers will look after their siege more. They will have to defend them better. Again promoting a more skilled environment. You shouldn’t think you can just place a ram and get away with it. You have to keep the enemy players from hitting it. Guardian’s bubble etc.

Disadvantages:

  • A lot of towers will be taken down from ranged if they are heavily defended. This would require the players in the tower to move out and do something about it.
  • Taking down a gate with the short ranged siege will be harder but excess players not using siege can keep enemy players off the back of the siege controllers. Possibly a solution to the disadvantage a melee siege would have on walls would be to make the gate have alot less health and make alot of the ranged siege unable to damage it. Buff up ram’s health aswell and give it a defensive ability like a bubble shield.

I mentioned tactical play. What I mean by that is if you are struggling to capture a keep/tower because the enemy have it too well defended since they are playing well you shouldn’t be able to just stand there and keep attempting to assemble siege. You have to try and lure them out of their keep. Potentially by cutting their supply off and putting more pressure on the other keeps/towers trying to draw them out to take back their supply and help the other tower/keeps lowering the defences.

This is only a suggestion anyway. I hope you kind of understand what I am trying to say. This would also make the WvWvW leader boards a little more meaningful than the current one is. Especially if they put a fair cap on some worlds to prevent over population and just outnumbering everyone.

2. A population cap - There seriously needs to be some sort of system to prevent some server’s become far too dominant in WvWvW. It’s not fair and makes the WvWvW leaderboards meaningless at the moment. But now you think there will be complaints from these servers because they cannot get into WvWvW and it’s restricting their gameplay. Well only solution to that is to change server. This would also equal out server populations and benefit the game altogether.

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Posted by: Greiger.7092

Greiger.7092

Sounds reasonable. Though I figure a non reinforced door should still be damageable by players. A little more incentive for the upgrade.

Though the way I understand it, isn’t there already a population cap? I don’t recall the numbers off the top of my head but I recall it mentioned some time ago that WvW has the populations split 33.3% and reserved for their respective servers on a map by map basis. So that a particular server would never have more than 1/3rd of the population of the map max capacity of the map.

(edited by Greiger.7092)

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Posted by: Jordan.6157

Jordan.6157

Sounds reasonable. Though I figure a non reinforced door should still be damageable by players. A little more incentive for the upgrade.

Though the way I understand it, isn’t there already a population cap? I don’t recall the numbers off the top of my head but I recall it mentioned some time ago that WvW has the populations split 33.3% and reserved for their respective servers on a map by map basis. So that a particular server would never have more than 1/3rd of the population of the map.

I have no idea actually. I just thought at night some people complain about night caps because more players on the opposing server go on at night etc. Btw very good idea with making the basic gate damageable by players and then making the reinforced door immune to player damage. But problem is if it’s not straight up immune from enemy player damage when it’s wooden what’s to stop a massive zerg storming around trying to find wooden doors to bash down. But otherwise would be a very good change if they were just to add that.

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Posted by: Greiger.7092

Greiger.7092

I might have not worded that quite accurately. It’s still entirely possible to have one server full up at their 33.3% but still have other servers not using up their full allotment. So the spread could be 33.3% HoD 22% SBI 23% JQ Just no server can go over their total space of 33.3% of the server’s available player slots. I think that’s how night capping comes into play. A server can just not have enough players available in off hours that are interested in WvW to fill out their 33.3%

As for the zergs running around looking for doors, yea that could still happen, but hopefully the defenders would counter that by upgrading the towers to the reinforced door point. Then the zerg is just running around wasting their time leaving their side shorthanded elsewhere.

Like big masses of groups in the jumping puzzles. Eventually you just leave it alone for awhile and let the big mass of players accomplish nothing leaving their side shorthanded. A zerg running around looking for wood doors that don’t exist are mostly just wasting their time overpowering camps, when they could have been doing something more constructive.

Though I guess in that case we would need to be able to build a better door immediately, instead of having to wait for walls first.

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Posted by: Jordan.6157

Jordan.6157

yer, possibly swap the build order for doors first.

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Posted by: Jordan.6157

Jordan.6157

Just an addition to my original post. Smaller groups 10 – 15 or so usually don’t use their skills to break gates anyway so it really is just a way to eliminate the Zerg. Small groups tend to place a catapult or ram..

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Posted by: CelestialStormZ.5102

CelestialStormZ.5102

Uhm. No. How long did this take you? cuz this is… honestly? pretty dumb. sorry
1. Noone’s going to leave because a gate can only take damage from siege weapons. IF that were the case then everyone would stay to defend the siege EQ
2. They’d stay to push the enemy back off the keep/tower walls.

3. Walls already only take siege damage which makes sense, but gates too now?

4. Taking a tower/keep/castle is a combined effort which needs every man a server can get. You’re saying. attack a keep with 10 people and their siege EQ only to be overrun by the other teams defense of 100 people. because “Everyone else” is just not needed anymore because they cant damage gates. they’ll just all be split up prancing around the walls “tactically” splitting up and weakening the offensive… yes.

What a tactical way to weaken your server effort when the other server comes down on you as a whole server in a combined effort to defend their territory.

5. In a game where it’s already hard enough to get mindless players to cooperate, you want them to split up during the only time’s where a server works together as a team?
Not going to happen.

I’m not saying i have a better idea, but this has so many flaws it’s terrible.

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Posted by: Jordan.6157

Jordan.6157

Uhm. No. How long did this take you? cuz this is… honestly? pretty dumb. sorry
1. Noone’s going to leave because a gate can only take damage from siege weapons. IF that were the case then everyone would stay to defend the siege EQ
2. They’d stay to push the enemy back off the keep/tower walls.

3. Walls already only take siege damage which makes sense, but gates too now?

4. Taking a tower/keep/castle is a combined effort which needs every man a server can get. You’re saying. attack a keep with 10 people and their siege EQ only to be overrun by the other teams defense of 100 people. because “Everyone else” is just not needed anymore because they cant damage gates. they’ll just all be split up prancing around the walls “tactically” splitting up and weakening the offensive… yes.

What a tactical way to weaken your server effort when the other server comes down on you as a whole server in a combined effort to defend their territory.

5. In a game where it’s already hard enough to get mindless players to cooperate, you want them to split up during the only time’s where a server works together as a team?
Not going to happen.

I’m not saying i have a better idea, but this has so many flaws it’s terrible.

You are simply the most ignorant idiot on the planet. This is just a method of giving servers who co-ordinate the map a larger advantage over meat-heads grouped up like a pile of brainless zombies. Another massive gap in your amazing knowledge is if 10 people are on siege and there are 100 defenders over-running them… well maybe the 90 players we arn’t using can capture their other 4 towers whilst these idiot brainless defenders are smashing their faces against their keyboard 100v10. People will probably still zerg up like absolute boring faeces and just all sit defending siege but in the end when the other server are split up are capturing multiple towers/keeps at one time at the same speed as the zerg those idiots sat next to your ram/treb/catapult/golem will realise how much of a waste of space they are when they get dominated.
Oh and there you go.. zerg teams at the bottom of the leaderboard and teams with brains and the ability to co-ordinate the map at the top… how it should be.

Maybe you should think a little before you reply in such a rude ignorant idiotic manner.

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Posted by: Jordan.6157

Jordan.6157

Okay. In WvWvW now and I just realised how much the zerg has ruined it. I look on map and we have our share of the zones population maxed out because there was a queue but all I could see was “go Durios” and I swear our entire server on that map was there. I was asking for 1 or 2 people to help me with Ogrewatch because it was empty but noone bothered.
There seriously needs to be something to ruin the zerg strategy.

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Posted by: Varonth.5830

Varonth.5830

Two things to add:
1.
Won’t stop a zerg from storming a single tower/keep because it would still grant lots of XP/Karma/Gold. Add a reward pool into that. A tower will never be worth more than 2000 karma for example. That amount gets split to everyone participating. Number will be depending on the amount attacker which ANet intended an objective to have. It would of course increase with every unique defender an objective had (everyone who got a defender event bonus while defending).
If there are more defenders, you are allowed to bring in more attackers, without any diminishing return on reward. If it is just empty, will don’t expect to get alot of reward for taking an completly undefended tower.

2.
If one team does not own any supply camp on a map, the base camp will have an emergency (unlimited) amount of supply everyone can take from.

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Posted by: Lionaeron.5724

Lionaeron.5724

Two things to add:
1.
Won’t stop a zerg from storming a single tower/keep because it would still grant lots of XP/Karma/Gold. Add a reward pool into that. A tower will never be worth more than 2000 karma for example. That amount gets split to everyone participating. Number will be depending on the amount attacker which ANet intended an objective to have. It would of course increase with every unique defender an objective had (everyone who got a defender event bonus while defending).
If there are more defenders, you are allowed to bring in more attackers, without any diminishing return on reward. If it is just empty, will don’t expect to get alot of reward for taking an completly undefended tower.

2.
If one team does not own any supply camp on a map, the base camp will have an emergency (unlimited) amount of supply everyone can take from.

^this, hit the zerg where it hurts the most, the loot gains – this would also counter those bot guild runs.

Zerg>Skill.