Showing Posts For Ananda.8241:
“TA+K vs. FC and DR… who knows?”
Wow, I think you are severly underestimating TA. The pressence of their non-NA guilds alone would be enough to carry them to at least T3, if not T2. So yeah, this might be a challenging project for them in the end, once they got back to T2…but that will be after at least 6 weeks of boredom (the most point jump I’ve seen so far is +100, but it is likely if the underdog wins overwhelmingly, they will can gain 150-200 points per match)
Here is a 2v1 strategy that might work against “night-capping” servers. I’m not convinced anything less will work. It has been proven that as long as both servers that teamed up wanted to preserve the chance to win, it mathematically will not work. So, one server should give up right from the start (the sacrifice), and let the teammate collects all the points (the winner), and both cooperate against the other server (the enemy). This means, the sacrifice should not defend any of their structures at the start against the winner.
The winner should quickly capture all of sacrifice’s structure once the match begins. All of sacrifice’s people should just roam as a gank group (killing any enemy team’s player or dolyaks) or defending the winner’s structure. The winner should focus on capturing all structures as soon as possible. Once map control has been established, both teams will spawn camp the enemy (should have enough people to camp all exits). This should be maintained throughout the weekend (say, for 60hrs). This assumes that people will have significantly more people on during the weekends.
So the score from those 60 hours will be:
Enemy: 0
Winner: 166.8k
Sacrifice: 0
After that, for the remaining 108 hrs, the 2 combined server will need to maintain on average 155 points. Assuming a full night cap of +695 points for 12 hours every day, the two teams together would need to cap back 310 points for the remaining 12 hours. This will barely result in victory, with final score of:
Enemy: 233.3k
Winner: 233.8k
Sacrifice: 0
So, with this kind of extreme setup, a 2v1 will barely work. A normal 2v1, with a presumed break in the alliance near the end of the match, just has no chance at all.
@forthegz
I disagree that every MMO needs stats progression. As long as I’m having fun in the game, I’ll continue playing. The moment it stops being fun, I’ll drop it, and it doesn’t matter if I’m at 98% in doing something that has taken me the past 2 months to do. I don’t have any statistics about how rare a player like me that is not affected by those carrots, though. But I don’t think there’s anything we can do to convince each other about this point, so lets just agree to disagree (on another note, I also don’t care about cosmetic stuff or titles).
Rather, you say the advantage can be small. How small is acceptable to you? As long as you have carrot that you can work towards, it doesn’t matter how small that is? In that case, how about after playing extremely well for 1 year (say), you gain 0.1% stat advantage over a newly created character?
if a server has invested all/majority of its forces to accomplish an objective, it will most likely accomplish that objective unless you have an extremely coordinated guild there to stop them. If a server is investing all of its forces to defend defend the trebs pounding at your walls or defending a supply camp you should just see that as an opportunity to capture other supply camps.
Yeah, I’m talking about trying to be that “extremely coordinated guild”. Any ideas? I don’t think just giving up and look for softer targets will work. At the top tier, just about every target is well defended, there are no freebies.
from what i have observed, when a keep/tower is contested it is highly unlikely the dolyak will ever it make it in anyway. Any smart attacking force will assassinate your dolyak everytime making the supply camp connected to the keep/tower fairly worthless. you will most likely need have some people run supply from another supply camp for defenses/repairs. dont expect pugs to do this; dont expect anything from pugs. thats why i always recommend that people join multiple WvW guilds. that way you will have someone to play with when you log into WvW.
Of course the dolyak will never make it through, I’m talking about having the supply camp for manual supply runs (mainly dead people respawning and taking supply on the way back, though). And I’m a pug, and I do supply runs, why not?
I agree that the punishing people for playing suboptimally is a good thing. However, I have encountered several situations where the optimal play, as far as I can see, is dying repeatedly. Maybe I’m just too inexperienced and haven’t found a better way, and you guys can tell me a better way of solving these problems.
This one I’ve already said above. In an enemy borderland, your server owns the hill or bay keep. It is under attack by 2 servers, from both north and south. The southern force has suddenly diverted all of their people to the supply camp closest to your spawn, overwhelmed your defenses, plopped down 10+ siege weapons there, then go back to sieging the south gate, leaving enough people defense behind to man them. Without that supply camp, the keep is as good as lost. You cannot spare too many people away from the keep, or it will be lost as well. There is obviously no luxury of building a treb somewhere to soften the defenses first. The best way that I can think of, is a small force that continually do a suicide run from spawn to that camp, trying to bring down the sieges and supply as fast as possible. Of course we can use tricks like mesmer portal to be able to approach them in the first place, but it is still a suicide run in any case.
Another, and this happens far more often, is trebs built on top of the pillars in the southern middle island of the borderlands. If your side has excess supply, maybe quick-building a bunch of counter treb outside the tower is an option. But otherwise, you will have to storm that middle island to take them down. If the server is good, all of their forces will just defend the island and not approach the tower until the walls are down. You can still try tactics like flanking them, mesmer portal, etc, but chances are the enemy will be ready for those too. And unless you outnumber them, the best way that I can see is still suicide runs to slowly damage and destroy the trebs and other siege weapons
@SteelRecon
Please explain further, why is there a need for ‘upkeep’ and why it should hurt? It is not immediately obvious to me.
Disagree about the repair cost one. I think removing it is a step in the right direction.
Fighting against HoD or ET, sometimes there are just no other way to take down their siege weapons except to suicide run against them. For example, a critical supply camp can be guarded by 10+ siege weapons an instant after it was taken, and you just have to have the camp back or you’ll lose a keep. It is obvious that doing some suicide run to slowly destroy them is the answer, and even the commanders will be asking you to do it, but the repair cost does make it more painful than it needs to be.
Also, expensive repair cost is a factor that cause a lot of people to give up when the server start losing, instead of continue to fight back. When it is 20 vs 100 in a map, and you are trying your best to slow down the inevitable, dying is not really optional. The high repair cost really feels like a slap then.
How would a 15 minute timer help at all? I’m really confused. As far as I can see, the only thing that would do is delay their keep capture by 15 minutes.
I agree with kazim. For the HoD vs SBI vs ET fight, there is definitely a big focus on defense and scouting, and the current system feels perfectly balanced and fun for me. But I guess at that level a lot more people are willing to do the boring work of sitting in towers/keeps/supply camps or scouting solo.
@Sanj Orto Doesn’t look like crying to me. Lots of constructive feedback from the OP, unlike your post.
@Pirhana take a look at the list of 24 NA servers and manually design 8 matchups that will all be even after 1 week. By even, I mean that in a match, the highest server’s score will not be more than 50% higher than the lowest server’s score. I tried, and the best I can do is by sacrificing 1 matchup and have HoD fighting against Devona’s Rest and Kaineng (because these 3 servers are going to produce a blow out no matter who they are facing for one reason or another). I don’t think their algorithm will be able to magically produce balanced matches when it is not even possible in the first place
You split scores into 4 times a day (or 3) Each “round” can be won and will give the team with the most score during that time 2 points. The team on 2nd place will get 1 point and the team on last place will get 0 points.
At the end of each round the points that you gain from capturing and holding locations is reset (Note only the score not the map itself). Then a new round being and the team that have the most points during that time will win the next round and so on.
I second this suggestion. This essentially means that within each 6hrs block, it doesn’t matter if you beat the opponent by 50k points or by 5 points, a win is a win. It removes the problem very effectively. The servers with night presence still have significant advantage (they get 1 or even 2 free rounds per day, plus if the opposing team is beaten back to spawn it is still an uphill battle to get out…which is a separate problem), but at least the game will not be over in 1 day.
All other suggestions I’ve seen are either discriminatory (lower points on non “prime time”) or exploitable (whatever that counts the existing population, e.g. the winning server can just log out to prevent the opponents from catching up)
(edited by Ananda.8241)