Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
My two cents
As primarily a solo player, I’m really not fond of the idea of making camps harder to take. As others have said, it’s up to the server to defend their supply camps. I actively try to do so quite often and fortunately, people will come to my aid if I’m specific about how many players are attacking.
On the offensive side of things, it’s been quite some time since I’ve done any real solo roaming. I stopped with that hobby nearly a year ago now because of how suicidal you have to be to enjoy it. Unless you’re a Thief, Mesmer or semi-bunker Druid, being ganked/zerged happens far too often for it to be any fun.
Some players still do it but the solo roaming community has diminished greatly. Most people have chosen to roam in small groups instead of alone and I can’t say that I blame them. They’re just adapting to the meta. Myself and other stubborn individuals however still continue to do what we can manage by ourselves. Personally I don’t do much besides defending our side of the map in EBG. Building siege, repairing structures, defending supply camps, walking yaks, getting in to skirmishes, etc. etc.
If camps became harder to take I honestly believe it would be the final nail in the coffin for true roamers.
Remember that roamers are players who do more than just fighting other players. There may still be people in small groups and occasional solos looking to scrap but actual roamers that are doing things for their server would probably call it quits. It’s possible to take supply camps in half a minute but believe me when I say that any longer than 60seconds is quite often too long, at least in the higher tiers. Let us folks who like to do things at our own pace have a little something for ourselves. I’d be really upset if people took one of our camps and I had to call for help to retake it every time.
the urge to increase defense only encourages zerging which increases the urge to increase defense. please realize this and anet STOP adding dumb defensive kitten (shield gens, shield disables, auto-upgrades).
if you were to make camps un-soloable suddenly you’re adding more reason to zerg up on top of all the other things. then, oh no, a year after that the same people that wanted unsoloable camps want MORE defense because everyone is zerging! then zergs again get bigger
the trend of increasing defense to address zerging is completely kittening backwards. remove ALL upgrades ALL NPC’s ALL siege, and maybe even all structures.
the backbone of players that keep this game mode alive is large group pvp, because that isn’t available in spvp (because no we can’t copy WoW deathmatch! We gotta copy MOBA’s for ESPORTS!!!!!)
maybe stop putting completely counter-productive obstacles in the way of people doing the thing that keeps this game mode alive?
As another thread i have suggested to add a uav function to detect high enemy density area to promote small group tactical advantage. I believe promotion of small group or solo roamer vaibility is the only way to increase wvw popularity.
The OP’s suggestion is counter productive in this aspect.
The solution is simply to get your own roamers.. or have at least one competent solo player in the zerg who can go and defend the camps for you while the zerg does its thing.
I think the point is to make flipping the camp take long enough that it is feasible to defend it. Currently, from entry to cap completion, I can solo a camp in ~35s without even being optimized for it. That means that the enemy gets 5 seconds of warning. Tier 1 and Tier 2 add maybe 5-10 seconds and tier 3 maybe has a total of 30s warning.
I would love for people to have to defend their camps to keep them, but they need to be able to reach the camp from some place nearby in time. What I would hope is that the camps take longer to flip but don’t necessarily become harder to flip. Thus, a solo roamer could still take out a tier 3 camp but they couldn’t do it without detection or any real danger.
Camps are fine. We don’t need to make them annoying for the sake of making them annoying.
I think the point is to make flipping the camp take long enough that it is feasible to defend it. Currently, from entry to cap completion, I can solo a camp in ~35s without even being optimized for it. That means that the enemy gets 5 seconds of warning. Tier 1 and Tier 2 add maybe 5-10 seconds and tier 3 maybe has a total of 30s warning.
I would love for people to have to defend their camps to keep them, but they need to be able to reach the camp from some place nearby in time. What I would hope is that the camps take longer to flip but don’t necessarily become harder to flip. Thus, a solo roamer could still take out a tier 3 camp but they couldn’t do it without detection or any real danger.
You don’t need people sitting in camps; just go out along the camp routes (especially yaks), follow the trail if stuff flips and impede enemies that one comes across. The best way to stop someone from taking your camp is to not let them reach the camp.
You don’t even actually have to beat them either. If they like to fight, then you can distract them from taking camps. If they are 100% focused on backcapping and avoiding fights, well maybe they wouldn’t be too good in actual combat. Another good idea is when you backcap yourself, to go backwards in a few minutes. Chances are you’ll find them right there.
(edited by ArchonWing.9480)
I think the point is to make flipping the camp take long enough that it is feasible to defend it. Currently, from entry to cap completion, I can solo a camp in ~35s without even being optimized for it. That means that the enemy gets 5 seconds of warning. Tier 1 and Tier 2 add maybe 5-10 seconds and tier 3 maybe has a total of 30s warning.
I would love for people to have to defend their camps to keep them, but they need to be able to reach the camp from some place nearby in time. What I would hope is that the camps take longer to flip but don’t necessarily become harder to flip. Thus, a solo roamer could still take out a tier 3 camp but they couldn’t do it without detection or any real danger.
Not all classes can flip a camp that fast solo. I think a better solution is to have swords pop up sooner instead of making camps take longer to flip for everyone
As another thread i have suggested to add a uav function to detect high enemy density area to promote small group tactical advantage. I believe promotion of small group or solo roamer vaibility is the only way to increase wvw popularity.
The OP’s suggestion is counter productive in this aspect.
Nah. Lets just be able to view every enemy player on the map like watchtowers and stentries do. But the WHOLE map. Seriously? /FACEPALM
You must be joking. Include the yaks also. ?
-solo roamer
no it should NOT be harder at alll….if you want more PVD …go find an instance
imo NPC should be removed from camps ..maybe peoble will actually try to defend them and we could have some fighting going on….
imo NPC should be removed from camps ..maybe peoble will actually try to defend them and we could have some fighting going on….
Npcs only bring the fight my dear. Imagine how fast will the camp be capped if u just needed to sit out the ring.
yes and that would speed up the game
No walls, no defenders, would also speed upda the game right? o.O
Vets should have a better set of skills, class based, something comboish that A.I can handle.
i can flip a T3 camp by standing still and swinging GS #1 and use 2 of my utilities (stances)… yeah its way too easy right now..
I need video of this exact thing being done or i dont believe it….plus it would be worth it for the laugh.
edit AND IT HAS TO BE T3
All classes can take a t3 ._. solo…. some just take more time than others… orthers need more movement/kite than others.. i dont need to move much also but i take a way more time for it, than most classes.
Sometimes is faster if your are in a good spot, cutting the line fo sight from thiefs(npc) blinds .
(edited by Aeolus.3615)
Camps definitely need to take longer to solo.
Why?
To me this is a issue with the people on the map. Starting with the commander(s), then propagating down to the roamers, scouts, or back capper parties. This is not a issue of the NPC or Arena Net.
I’ve engaged in a camp solo only to have defenders/first responders reach me before I closed the circle and capped.
Camps definitely need to take longer to solo.
Why?
To me this is a issue with the people on the map. Starting with the commander(s), then propagating down to the roamers, scouts, or back capper parties. This is not a issue of the NPC or Arena Net.
I’ve engaged in a camp solo only to have defenders/first responders reach me before I closed the circle and capped.
Agreed. There is a player-devised solution to the presenting issue of “not being able to get to camps in time to defend them.” Players just prefer the game do it for them. I’d prefer the game do less in that regard rather than more, but then I’m usually in favor of solutions that involve player actions in the game rather than player complaints to the developer.
Hm… if I want to defend a camp, I leave a couple of squirrels/roamers in the area. Win win. They are happy – they have a job and can have any solo fight that comes their way. And I have reliable warning if the camp is under attack by a large enough force to make it worth moving the guild there.
I don’t see a point to making them harder to solo… it just takes map awareness and strategy to manage.
I play during na prime, though. Is the OP talking about this being a bigger issue during low pop time zones?
Hm… if I want to defend a camp, I leave a couple of squirrels/roamers in the area. Win win. They are happy – they have a job and can have any solo fight that comes their way. And I have reliable warning if the camp is under attack by a large enough force to make it worth moving the guild there.
I don’t see a point to making them harder to solo… it just takes map awareness and strategy to manage.
I play during na prime, though. Is the OP talking about this being a bigger issue during low pop time zones?
Agree completely. As for low pop times/zones, it’s even easier. If a camp flips, it’s not hard to track down where they’re headed and then punish them until they leave the map out of frustration.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.