Showing Posts For Logan.1458:
@Rounder- love the image of Anet controlling the Dragon lol!
I agree that the Dragon should be a challenge.
One idea came to mind is that the Main Dragon attacks the center Castle Keep in Eternal Battle grounds since it splits up the map a bit. This Dragon if now killed will Fly off after a X number of minutes and then appear to land near a Fort/tower and move to cause destruction.
There needs to be a timer so the Dragon is not spending hours tearing up everything. Lets say after an hour the Dragon leaves unless its killed. The Dragon will reappear if the X factor is still present for the 1 Server Dominance .
Dragon could have stages where if HP pool drops to X level it flies off and return later to allow the Dragon to cause issues and tension. If the X factor in the 1 Server dominance is broken even if the Dragon is not killed then the Dragon just does not return till X number of hours/ ex 48 hours.
If the Dragon dies then there is a time X before it could come back even if the Server 1 still have a dominance of WvWvW.
I do like Jokael’s idea that the 1 Server control needs to be for a certain period of time like 72 hrs or what ever feels correct by the Devs.
As for Rounder’s idea on Mutiny, one issue i just thought about is,..what happens if there are no one on at night or very few?
Ex. A Server could go around and cut off supplies and end up actually triggering Mutiny all over the other server ?
Or players can cause a mutiny on purpose if the NPCs can hold control and the Server will take it back and get exp, gold and Karma—leading to Farming mutiny on their own locations. I personally say Mutiny Feature has to many ways a faction of players could end up exploiting and farm.
“@Logan – I was talking to some of my guildmates the other day about this. Tabula Rasa use to have many dynamic events centered around such issues. Even NPC quest hubs would be regularly attacked and taken over until people manned up and took them back.
But instead of no reward as stated I think it should be an extremely tough monster, and it would give tokens and loot. The mob should have scripting like a raid mob, but on a grander scale, thus requiring things like siege weapons, orbs, and full skilled players to remove. Zerg groups should not be able to just barrel roll this mob.
The mob should go from area to area tearing it up until it is either killed or puts the lead server back at 1/3 the map. this monster should be no push over for a zerg, and if it is killed should drop some cash, an exotic/legendary piece of gear and/or tokens. But it should be worth the pain it will bring.
The mob should only spawn randomly during a 72hr+ window after a server has 66% of the board controlled. This would create an even more competative enviroment.”
Response -
The Dragon can’t give anything special in loot compared to any existing Creatures already in WvWvW.
The reason for this is because the Dragon should not become an Event which you Farm.
WvWvW is about large open world PvP which gives bonuses to your Server.
With that said, you could have killing a Dragon give you some form of bonuses just as holding a fort/castle does. for a period of time.
Someone plays on Jade Quarry!
Not sure I like mixing even more PvE with PvP.
PvE is already in WvWvW with creatures spawning and then there are NPCs , etc.
But I understand what your concern is- if this is used to often or is not properly balanced.
Better Idea:
If server is completely dominating. Have random towers/keep’s Mutiny to the opposing sides if there are zero players defending it.
The problem with Mutiny is, what are the control mechanics to determine one should arise?
You could use Zero Supplies in the the Castle/Fort? or getting no supplies from camps for a period of time with a combination of a low supply number in the Fort/castle.
The major issues with this is that the players can sabotage their server to help another one,..stuff you see in EVE Online.
Most Cases will be:
Players will simply either AFAK at fort as to keep this mutiny event from triggering or you will have shout matches where players will argue who should stay and blame each other if a mutiny happens. Or you will have EVE like tactics where the player say they will stay and then on purpose leave to make a mutiny happen just so their Guild on the other server can take advantage of the chaos.
The purpose of the Dragon-
The Dragon is something that players can’t control and the environment is being used as a form of check and balance. The Dragon is the dungeon master from D&D who says OK, going to shake things up and keep the players on their toes.
Logan,
I actually like that idea, as someone who has seen both sides of the lopsided battle.
I added the idea to the Suggestion Forum threads.
Waiting to hear feedback on issues that might happen if it was used.
How would they recap it since the Fort would still be controlled by the dominating Server even if the Dragon burns it to the ground.
The Dragon attack would not remove the ownership of the Castle/fort. This means the controlling player would need to fix it with supplies.
I was playing WvWvW with my Ranger and then my Engineer and came across some interesting things.
With Ranger/ using an Bow to attack from the top of a Fort, you will notice many times the wall blocks your arrows. This leads to players jumping on the wall’s edge which one leaves you majorly exposed and you easily fall.
Solution is to have the wall have vertical gaps for archers to fire from. This allows the normal protection from the wall as intended and the archer has sport to fire more efficiently.
With the Engineer I had my grenade kit active, I was standing on a arch over the enemy forces which were a distance below me. When i went to drop a grenade right below me the marker did not show since it was determined to be to far down? This breaks logic that i should be able to drop things from a cliff edge right below me even if it’s far down. This is not a cause of throwing distance which i understand but this is simply dropping a grenade and letting it fall strait down. This limits the use of the skill.
In WvWvW it just seems that the arching distance of archery is not being taken in consideration and just the math of the circular distance around the Player to determine the distance it can hit a player.
These are some issues that I feel should be looked at.
Thanks
Logan
I have been seeing some information on 1 server dominating 90 percent or more of the WvWvW maps. Now with the 1 week and soon to be 2 week matches it got me thinking what can be done to help deal with a Server which gain 90 percent of WvWvW control without feeling like winning server is being punished.
Solution is to use Dragons-
If a Sever Controls like 70-99 percent of all territories in WvWvW, Then there should be a Dynamic Event which spawns a Dragon(s) who attacks the area/forts which are controlled by the Sever who owns the 70-99 percent.
This will add challenge to the Server which has total control so their are not bored and the servers who are being dominated have a chance to fight back as the dominating Server has to deal with a few dragons.
Dragons are center around destruction in general so it attacks what ever is in it’s way and their focus are Orb locations and to cause chaos.
If the Dominating Server can hold onto their percentage and down dragons as wells as fix what it destroys then….they are a really good Server.
This mechanic would always keep things fresh and just imagine a Dragon just flying down and attacking the forts/castles and causing this chaos which is exciting and a challenge.
The Dragons would stay till they are destroyed.
If the Devs wanted to they could have the Dragon fly off and return hours later leading to a few fights.
Downing a Dragon should show up as some form of title to the Server or Achievement/ reward to the Players who do so there is an upside of having a Dragon appear when the WvWvW is being dominated by one Server.
Tell me what you think…
How could this be tweaked?
Also interested in feedback from Servers who are dominating and would they enjoy seeing this.
Edit:
One idea came to mind is that the Main Dragon attacks the center Castle Keep in Eternal Battle grounds since it splits up the map a bit. This Dragon if now killed will Fly off after a X number of minutes and then appear to land near a Fort/tower and move to cause destruction.
There needs to be a timer so the Dragon is not spending hours tearing up everything. Lets say after an hour the Dragon leaves unless its killed. The Dragon will reappear if the X factor is still present for the 1 Server Dominance .
Dragon could have stages where if HP pool drops to X level it flies off and return later to allow the Dragon to cause issues and tension. If the X factor in the 1 Server dominance is broken even if the Dragon is not killed then the Dragon just does not return till X number of hours/ ex 48 hours.
If the Dragon dies then there is a time X before it could come back even if the Server 1 still have a dominance of WvWvW.
I do like Jokael’s idea that the 1 Server control needs to be for a certain period of time like 72 hrs or what ever feels correct by the Devs.
Logan
(edited by Logan.1458)
One side got 3 orbs, got control, not worth the repair bill and effort of trying.
Am I the only one sitting here waiting for reset or for them to disable orbs?
(InB4 YOU SHOULD JUST SPEND TONS OF GOLD TRYING OVER AND OVER! AND DYING!)
The best solution I can come up with is if a Sever Controls like 70-99 percent of all territories in WvWvW, Then there should be a Dynamic Event which calls in a Dragon who attacks the area/forts which are controlled by the Sever who owns the 70-99 percent.
This will add challenge to the Server which has total control so their are not bored and the servers who are being dominated have a chance to fight back as the dominating Server has to deal with a few dragons.
Dragons are center around destruction in general so it attacks what ever is in it’s way and their focus are Orb locations and to cause chaos.
If the Dominating Server can hold onto their percentage and down dragons as wells as fix what it destroys then….they are a really good Server.
That do you think?
Hello! I think this game should have duels because it is pvp-oriented game and players want to test their builds in real fight or at least find out who is stronger, call it whatever you like.
Wow-style arenas would be great addition too imo. Original GW had same fashioned pvp-mode (4 vs 4 arenas). Some people don’t like it – but there only would be more options! It is win/win. Some people like wow arenas, some like sPVP 5v5 matches. Play what you want.
Anyways this game needs some duel options, even if you don’t like wow arenas you should agree with that!
I hope arena.net will hear me and people who are thinking like me!
With duels…
To keep it balanced, Anet can have locations where players can duel each other but they get a choice of 3 weapons. This allows Anet to keep things balanced as they can adjust your health if they wish but the fighting will be with weapons they choose for the duel location.
This would be better then simply allowing players to fight each other with their present weapons. This would become a form of dueling mini game, where certain theme duel weapons are found in certain zones. Heck,…you could build a ranking zone on this if you want and player enjoy it.
I don’t like the game adjusting my level for me. When I want to open the map or gather with my level 80, I don’t want to have to fight lower levels. There’s no reward for it.
Drops do scale to your level but as a level 80 in a level 5 zone…..The frequency of these drop are not as often as per say a level 80 zone.
What i’m hearing is the player adjusting to the new system. All past MMOs had no down leveling/kickback so players are use to what they know. Its a comfort thing.
There is always a transition phase of fighting a new mechanic.
You might decide later to like the down leveling since you will have content to visit and not be one killing mobs with one shot. There are new dynamic events you will come across which if it didn’t downscale you you would simply one shot this new dynamic boss in the level 5 zone. And is that fun?
Month long Dynamic Event Thread-
This would be a month long dynamic event which runs in 2-3 phases.
Basically the first intro of the story is a series of small dynamic events which will lead to the second week and the next phase. In the second week/half of the month there will be continuation of the events which leads to a series of dynamic events that end with a few Boss fights.
These Type of Events are good for teasing future Expansions as well as telling story/events that can overlap the existing game world.
They could even have this impact the world for another month/week where the aftermath is being fixed.
Logan