Showing Posts For Krashr.2537:
Haha you think if it is not fun but they can’t transfer, they will keep playing anyway?
You are so naive.
Night to you is day to someone else….
I totally agree. This works either way. Score is symmetric and reflects total effort undertaken by attackers to cap.
Blackgate here and the sad part is, this is entirely, 100% true. Been playing WvW every day since BWE and I wake up disappointed every morning when I see a server just destroy us in the after hours with ZERO realistic strategy to overcome this.
Even teaming up 2v1 seems like a gigantic mess waiting to happen. Yeah, a few guilds could get together and say, lets team up and not attack one another? Problem is, the amount of pugs and non-guilded players also playing won’t have any idea, throwing a considerable monkey wrench into a team up strategy like that.
But besides that, who cares? Even if the 2v1 strat allows you to crawl back, you’re both just going to lose it in the after hours when all is said and done. Not only that, but who’s right is it to claim a tower or camp when the 2v1 succeeds? How is that supposed to play out? It’s just not viable.
You don’t have to collude with the other team and say “let’s not attack one another.” Just focus your efforts on the dominant side where practical and encourage people from your world to do the same.
It’s meant to be a sort of natural balancing mechanism. If someone else takes the lead you can focus on them instead (or not worry about it if it’s close enough).
Actually, you can. This used to be a valid strategy on DAoC Guinevere.
Kitanas, thats a valid point, but not a complete fail. It still solves problem with night caps.
So, what if the scoring system will still award some points, but not as much as for capturing against active defenders. Also it should award bonus based on how long realm held this tower/castle/etc
Clearly, there are lots of issues with current scoring by ANet.
Night-day takeovers, when other sides are not there is one of the major issues.
New scoring rules should give bonus for capping and defending against attackers – the more attackers – the higher bonus.
Capping an empty tower/supply/castle should give minimal score if any at all.
This will eliminate night cap problem entirely.