Showing Posts For Dargron.3895:
Really, when people die they should die.
Nobody dies in WvW. They are “Downed”, or they are “Defeated”, but never “Dead”.
A small nitpick, but a symptom of a larger mentality that seems to form the foundation for most complaints about this aspect of Anets design. You’re not killing your opponent, you are defeating them – and most heroes are never dead, just lying unconscious in the rubble waiting for someone to find them and help them up.
Simplest and easiest solution I can think of is to simply “Siege Lock” any recent transfer or new account for 2 weeks.
Legitimate players can still participate in fully in WvW, they just can’t personally drop siege for a while, which is usually done by more experienced players anyway. Spies likely won’t have the patience to wait a full 2 weeks to do their damage (by which time their home server might not even be in the match anymore).
Transfered off for the week. Playing against the same servers is stall and boring. Cya next week SoR!
Lightweight. Once server transfers get restricted, there will likely be very little movement in the ranks and consistent match-ups will like this one will become the norm. The future looks very bleak for you.
For my part, I’m really looking forward to this rematch. The fights against SoS have always been inventive and challenging (and as long as they remain so, I don’t care if we are losing in points), and the more times we face off against one another, the more likely we are to adapt to counter each others tactics, and then be forced to invent new tactics to compensate. That’s when WvW will really get interesting. Predictable tactics only continue to work against new opponents unprepared for them, they won’t last long in WvW against a familiar opponent.
Personally, I’d like to see the Commander Book be a mystic forge recipe closely akin to the Gift of Mastery recipe. For Example…
1. Bloodstone Shard – costing 200 skill points (no change needed).
2. Gift of Battle – costing 500 Badges of Honour (no change needed).
3. 250 x Obsidian Shards – each costing 2100 Karma and only purchasable from Temple of Balthazar when unlocked (replace with a similar, but unique WvWvW Karma item only purchasable from a vendor within Stonemist Castle).
4. Gift of Exploration – Earned from 100% map completion (see below).
Replace the Gift of Exploration with a similar Gift earned by completing various WvWvW achievements. The key difference here – make the recipe require, say, 25 of these Gifts, which can only be earned once per account, but are not account bound (tradeable, but not sellable to vendors or on the TP). This way, to give one player access to a Commander Book, 24 other players (equally experienced in WvWvW in order to get the Gift) are voluntarily sacrificing their own Commander Book currency. If a player hasn’t earned respect in WvWvW, he ain’t likely to convince players to part with this specific item towards his Commander Book.
Siege placed near Vistas isn’t there to intentionally grief. It’s usually there because it’s strategically advantageous for it to be there.
Siege benefits greatly from vista locations, because these locations by their very nature are usually high (greatly extending the range of the siege), hard to access (making it difficult for the enemy to take it out), and usually provide great visibility over the surrounding area (for seeing and targeting the enemy).
The only “fix” that needed is for there to be some way to tab between [F] key options, so you aren’t limited by whichever has priority. Similar issues occur when siege blueprints are built close together – I often find it impossible to “build” siege, because the option to “use” the siege beside it dominates the [F] key option.
dry toast pvp, harcore pvpers from daoc/warhammer bored. couple of ideas
in WvW
Posted by: Dargron.3895
sPvP is the place for primarily individual rivalries, and also guild rivalries.
WvW is the place for primarily guild rivalries, and also server rivalries.
I also agree with the fact that we are only two months out of the gate here, and servers aren’t even stable yet. People are still moving around (for whatever reasons), and it’s going to take time before things get steady enough to form real emotional opinions.
How will there every be any? Every week (or two in the future) it will shuffle up. That gives you no time for any good rivalry. Sad to say but I’m pretty sure with the lack of any W3 vision this game will slowly lose more people to the point of a “zerg” being about 10 people.
There are already some great rivalries brewing between servers amid the lower tiers, just itching for an opportunity for a rematch with one another. Once server transfers become more restricted and servers settle into a more stable population, the “shuffling” should become much less dramatic, ensuring servers get their rematches on a much more frequent basis.
Stay classy, SoR.
Yep, the spawn camping is disgraceful, and unfortunately we’ve yet to find any argument to convince them to stop it. The best we can offer is to keep our own guilds clear. Some people simply have no concept of an honourable fight. I can only hope they were foolish enough to aggro the guards.
Very effective. The greatest limitation of the zerg is that it’s only ever in one place, at one time. The zerg may be faster in taking down the objective, but once you get more than 5 people on a sentry, or 10 people on a supply camp, any extra are a waste of resources just there for a free ride, likely not even getting a hit in. It adds up to a whole lotta people running around useless that could be far more valuable elsewhere.
There’s also something to be said for a small team breaking into a tower or keep completely undetected due to not triggering orange crossed swords to alert the enemy of their intentions until it’s too late.
Zerg tactics will be in big trouble if servers ever coordinate enough to spread out into smaller strike teams and hit multiple targets simultaneously.
Fun. The reason is to keep doing it is because it’s fun.
This.
PvE mobs and events are always predictable and doomed to quickly grow stale after the first few encounters. Mass PvP offers an never-ending, unpredictable shift in situations and circumstances. The tools are all there to keep WvWvW interesting, the only limit is the imagination of the players.
There’s very little 5 players can do to stop 30. Sooner or later, they’re getting in.
The trick is to make the siege as drawn-out and difficult as possible for your foes – in which case victory is determined by either holding out long enough for the cavalry to sweep in and save the day, or wasting your opponents time and resources (with populations capped, if you are tying up 30 players with just 5, that’s an extra 25 of your own players free to run amok at other locations for as long as you can hold those 30 up).
A catapult inside, aimed at the inside of the gate is usually a good investment. The AoE damage and knockback extends to the other side of the gate and does a decent job of keeping enemy rams out of action and making life extremely difficult for anyone attempting to assault the gate at close range. Anything else depends on what supply you have available, and the upgrade status of the Tower. Assuming you have the supply, a couple of arrow carts are always useful (placed as far back as possible), and the second Catapult described by Ultramatum sounds rather tempting. Never bother with Cannons or Oil in small numbers – you’ll just be an easy target for AoE and your companions will probably get killed as well trying to res you.
If the gate isn’t upgraded, 30 players will be inside quick no matter what you do, so if one of you is a Mesmer, your best bet is probably for the other four to distract the enemy while the Mesmer finds a good place to hide away and port his friends back inside to retake the Tower after the enemy have left and the Lords buff has worn off. If no Mesmer, try to hide the entire group (if coordinated enough to stack up in the same place, it’s just as easy to hide 100 people inside as 1).
Pass.
Spiking players is already a far too cheap and easy short-cut to finish players off. If this were implemented, Spiking a player had better become a much more challenging task, because currently there are too many ways to spike a downed player with either ridiculous speed and/or virtual immunity. Forcing a respawn on top of that serves no purpose but to grief players. If you are truly winning, you should be overrunning your opponent and leaving them no alternative but to respawn – in which case, at least the choice is still in the defeated players hands.
Like Sporadicus, I do however like the map view portion of the idea. There is enough info on the map to make a decision of whether to respawn or wait around in hope of a resurrection (commander icons/ green dots if friendly players are in close proximity) and it would prevent death-spying. A little delay though would be nice to take in the situation after defeat, for those times when you have no idea what killed you, or need to take in your surroundings to describe to teammates where your body fell.
Out of curiosity, is anyone paying attention to their WvWvW score when using the Mystic Forge in this fashion? One of the WvWvW bonuses is % increase to crafting critical success, which I imagine would have a rather big impact on your results
For my part, I havn’t noticed any change to Sanctum of Rall over the last 3-4 weeks beyond the established Commanders gradually getting more and more in sinc with one another. Same leaders out in the field over the same hours. Same cue times. Same populations during the off-peak hours. Granted, I’m only ever on one map at a time over a period of 12hrs, so don’t see an overall picture, but if there were server transfers recently, they don’t appear to have given Sanctum anything that wasn’t already there before. That’s not to discredit any new transfers, but a couple of new Guilds, even top tier ones, does not magically transform an entire WvWvW community overnight.
The only change I’ve noticed this round has been in Yak’s performance, not Sanctum’s. Yak’s Bend set the standard on the first day of this match-up, Sanctum simply picked up their game to match, just as we did against Yak’s in the previous match-up, but Yak’s hasn’t seemed to even come close to repeating their performance that first day, even though Sanctum has been on edge for days waiting for it to happen. Perhaps the missing ingredient is Northern Shiverpeaks?