Showing Posts For Logos.5603:

Player Housing? anytime soon?

in Guild Wars 2 Discussion

Posted by: Logos.5603

Logos.5603

Yup, I would like to see some player housing.

What do people want put into WvW anyways?

in WvW

Posted by: Logos.5603

Logos.5603

“Varied colors to replace orange swords, based on conflict size. 25 = orange, 40 = red, 80 = blue etc etc or perhaps one sword each could represent how many from a specific side is at an engagement. 24 people zerging down an endure pain warrior would be 1 orange sword and 1 white sword maybe. Add an additional center sword for 3rd server representation.”

This!

Six suggestions for more strategy to WvW.

in WvW

Posted by: Logos.5603

Logos.5603

Change (4) to: A commander is able to buy at a Keep for a significant amount of resources a reinforcement or assault ticket, which allows for the deployment from an airship(!) of some NPCs (which are time restricted) to reinforce or help assault the selected objective. Can only be used once per map every hour or so on your home map.
Why? More power to commanders. They can assert their battle presence more directly. Plus if the commander misuses the ticket it incurs a waste of valuable resources. Also, it opens up more tactical options for commanders.

Six suggestions for more strategy to WvW.

in WvW

Posted by: Logos.5603

Logos.5603

Mmm…good point. Don’t know about your “rank 500” suggestion, but good point nonetheless.

Six suggestions for more strategy to WvW.

in WvW

Posted by: Logos.5603

Logos.5603

I made these suggestions in another post. I’m posting it here to see what other people think (and read any suggestions).

1-How about immediate war score bonuses (a reasonable and enticing amount of points) for taking multiple objectives simultaneously (within a reasonable time frame)?
Why? It will reward servers that play and organize better than others (plus it will force some distribution of players rather than zerging). The same could be said about defending.
2-How about adding supply blockades that can be deployed only near sentry (flags) areas that are easy to deploy and easy to break?
Why? To add a bit of depth and a bit more strategy to solo (small group) roaming. They would really have to escort Pack Dolyaks. Plus it makes sentries matter a bit more.
3-How about adding supply runners (npcs that carry small amounts of supply but move faster than Pack Dolyaks) that can be bought from the supply camp. These can bypass the above supply blockades, but can’t attack (they also die easier than the Dolyaks, duh).
Why? Same as above.
4-How about being able to buy an upgrade at the Keep, that allows a passive timer restricted benefit (say WvW exp and silver per every tick) to people that stay and defend camps, fortresses, etc (stays as guards). Plus the ability for commanders to see how many people are defending said places. Heck, if the players stay for a prolonged time on said objectives (e.g., camps) they increase the war-score (by a small but considerable amount).
Why? It provides more depth to defending forces. It allows commanders to better strategize, and adds a motivation for players to stay and defend (even if there are no enemies). Plus adds incentive to capture enemy keeps and protect your own.
5- Perhaps reward War-score points for successfully defending a keep when its been beached, or a camp when the supervisor has been killed.
Why? It encourages defending the keep or camp, rather than letting it flip.
6- Environmental disasters (e.g., rock slides, avalanches) that block a road or path. Also, allow players the ability to remove said obstacle, or cause said obstacle.
Why? Allows a small group to hinder large zergs (dropping an avalanche on their path). It also might prevent the retreat of zergs (yours or the opponent’s).

Other suggestions offered by other people:
-Weather effects like a sandstorm or blizzard that limits visibility. ( I would love to see this.)
-Better and more efficient traps that will hinder big zergs. For example, a trap (with a large radius) that will ping on the map whenever a group of 10+ passes over it.
-Players in combat can’t rez.

My thoughts on WvW fixing :)

in WvW

Posted by: Logos.5603

Logos.5603

-How about immediate war score bonuses (a reasonable and enticing amount of points) for taking multiple objectives simultaneously (within a reasonable time frame)?
Why? It will reward servers that play and organize better than others (plus it will force some distribution of players rather than all zerging). The same could be said about defending.
-How about adding supply blockades that can be deployed only near sentry (flags) areas that are easy to deploy and easy to break?
Why? To add a bit of depth and a bit more strategy to solo (small group) roaming. They would really have to escort Pack Dolyaks. Plus it makes sentries matter a bit more.
-How about adding supply runners (npcs that carry small amounts of supply but move faster than Pack Dolyaks) that can be bought from the supply camp. These can bypass the above supply blockades, but can’t attack (they also die easier than the Dolyaks, duh).
Why? Same as above.
-How about being able to buy an upgrade at the Keep, that allows a passive timer restricted benefit (say WvW exp and silver per every tick) to people that stay and defend camps, fortresses, etc (stays as guards). Plus the ability for commanders to see how many people are defending said places.
Why? More depth to defending forces. It allows commanders to better strategize, and adds a motivation for players to stay and defend (even if there are no enemies). Plus adds intensive to capture enemy keeps and protect your own.

(edited by Logos.5603)

Retribution is beyond broken right now [Merged thread]

in Personal Story

Posted by: Logos.5603

Logos.5603

I have a level 66 Mesmer (fully decked out) and it is still too hard: npc are of little help (BTW, I had a huge problem with my guardian also, it took like five tries) and the enemies are too overpowered compared to the allies. Its not fun, but frustrating to try and avoid twelve+ undead coming for you as soon as you begin to rez. The other npc’s that rush the courtyard have a foolish A.I., they really are of negligible help. I don’t mind a difficult level, but this is just not worth playing thru.

(edited by Logos.5603)