Showing Posts For Ender.4256:
100% agree and support !!!
stop promote fansite, add a real NEEDED feathure.
(but anyway thx for the site !)
i have write another subject about that :
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/proposal-about-night-cap-orb/first#post616946
i also think that orb must give debuff, but with buff too ^^
dont forget that www already give pve bonus thats why i have add this sort of “rewards” for orbs. not to mention than in my mind, you also have a bigger score bonus than usual castle.
other option can be win more point with no benefits at all… but then they have already solve the issue with remove orbs.
dev have say that with current (previous) system, win orbs only make stronger server even stronger. with my proposal, stronger server still be able to have higher benefits, but at the cost of higher chalenge.
if server dont want to take risk to be “nerfed”, then all server will control 1 orb, so its a win/win system.
i’m totaly agree with you when you say that servers “shouldn’t be penalised for having organised themselves.” and even if number is a high part of power, tactics, communication and diplomaty make the difference between win and fail. also, its more fun than play in chaos ^^
another thing to take in concideration is that a too easy game is just not fun, same as a too hard game.
if a server have not a chance to win, the result will be that ppl wont come in www until next encounters. of course its pleasant to see map with your color everywhere, but then…? wait opponent that dont exist ? not fun at all
(hope 7 day to wait for free transfert willl reduce the mass server change issue ^^)
and i dont see how www can keep the interest of fight for all 24/7 without a buff/debuff system.
of course, buff must be addapt and test to not create more issue, not like +70% power, would be stupid.
>>This still makes the realm in the lead more powerful which was not the objective of the orbs.
how can -10% power if you have the 3 orbs can be called “still more powerfull” ? i dont get what you wanna say
>>is a system that leads to defending by not defending.
not agree at all. you still need to cap for win point. not defending will always result in loose the place, even if superman is in the place.
minimising score loss wont make you win more and will never do.
+ and you cant prevent random players to enter the fight ^^
i have think about all orbs and other issues, and here is what i have imagine, perhaps not perfect (certainly not) but hope can make ppl think about it too ^^
issues :
-some server do nasty alliance with guild from diferent timezone to cover 24/7 of time against servers who cant do that (read a post about US guild on EU servers…)
-night capping is allow, but still hard to deal with
-orbs = hacks = unbalance
so, everything is about that last word : unbalance ! more than skills, wvw is rules bu number of ppl fighting
about orbs, what i have think .
orb cant mouve. they are part of a castle.
cap 1 castle/orb = +5% power and +1% on pve bonus + more point
cap 2 castles/orbs = -5% power and +3% on pve bonus + more point
cap 3 castles/orbs = -10% power and +6% on pve bonus + more points
like that, you have to make choice : win lot of point but harder to defend, or be powerfull, but win less point.
in other hand, servers with less population will ALWAYS have difficulties to deal with opponent because number do more than half of the power. (yes, tactis and diplomacy help a lot too… plz dont debate on that point, we are all agree ^^ )
one way to suppress the outnumber issue and make wvw more balanced (so more fun) is to limit the number of ppl allow on maps, adjust on the server with the lowest ppl curently in the wvw area… but that mean servrs with many players will have bigger queue than server with low population…. so its really not a fix, just a biger issue.
instead, perhaps do something like that :
600ppl connected : 200 ppl for every server : all is fine ^^ nothing change !
600 ppl connected :
250 ppl for server 1 = 41,6% of total population
250 ppl for server2 = 41,6% of total population
100 ppl for server3 = 16.8% of total population (yes my maths are not totaly true, but you get the point ^^)
so apply a boost (+ or -) based on that value to make low pop stronger, and high pop weaker.
high pop will still have advantage because of supply, but no war are totaly fair ^^
ps : i’m not english, you should have noticed, but hope main idea still enought clear to be understand
if ppl keep buying gold from goldfarmer,bot will be around…
send a mail to all that say something like “our policy about gold farmer have change, all suspicious transaction will be checked and both the seller AND the buyer will be ban. We remind you that you can buy Gems on official website and sell them to other players, wich also help support GW2 !”
and send it once a month ^^
less customer for farmers = less farmers = less bot and even more money for GW2 ^^