Showing Posts For Ramboso.4721:
Here are my suggestions as a game developer:
- Time zone based server
- based on a 6 hour time zone difference
- makes 4 zones
- restrict people to playing within their zones
- have a couple open ‘international’ servers that can be joined by anyone
- treated as overflow, in that anyone from any server can play in them
- based on a 6 hour time zone difference
- Out-manned buff
- the others had it right, swap this buff with the orbs
- Keep NPCs
- make NPCs stronger when out-manned
- scale NPC strength like with boss events
- more players = stronger NPCs
- not active if 6 or more defenders
- add another worker NPC upgrade
- more workers per depot that repair doors > walls
- worker/siege master at each ‘built in’ siege weapon
- only at cannons and oil
- no man made siege
- no mortars
- Server reset
- on reset, outfit borderland keeps
- cannon and waypoint upgrades completed
- oil already built
- on reset, outfit borderland keeps
This addresses most of the issues I see in WvW
Here are my suggestions as a game developer:
- Time zone based server
- based on a 6 hour time zone difference
- makes 4 zones
- restrict people to playing within their zones
- have a couple open ‘international’ servers that can be joined by anyone
- treated as overflow, in that anyone from any server can play in them
- based on a 6 hour time zone difference
- Out-manned buff
- the others had it right, swap this buff with the orbs
- Keep NPCs
- make NPCs stronger when out-manned
- scale NPC strength like with boss events
- more players = stronger NPCs
- not active if 6 or more defenders
- add another worker NPC upgrade
- more workers per depot that repair doors > walls
- worker/siege master at each ‘built in’ siege weapon
- only at cannons and oil
- no man made siege
- no mortars
- Server reset
- on reset, outfit borderland keeps
- cannon and waypoint upgrades completed
- oil already built
- on reset, outfit borderland keeps
This addresses most of the issues I see in WvW. If anyone has anything to add, reply here, or reply on the topic I am going to paste this too called ‘WvW Suggestion Box’
Home World: Gate of Madness
Guild Name: Order of the Cardinal Skies [sky]
Guild Website: cardinalskies.com
Focus: WvW, SPvP
Quick Notes: We are one of the leading WvW guilds on GoM server. At the moment ……………………………….we are filling our Team positions for WvW so we can begin large scale ……………………………….tactics. Only persons 18+ need apply. If you are new to WvW and ……………………………….want a friendly place to learn, this is the guild for you.
On this 1 week reset that started today, my guild and I worked with other guilds to decide what each guild was going to focus on. My guild was tasked with defending our home-world garrison. After spending upwards of 4 gold on upgrades, a pack of 8 Siege Golems followed by about 20 people broke down the REINFORCED lake side gate in about 15 seconds.by the time we could start getting people from across the map to come and defend, they had used mesmer portals to get the golems from the bottom gate to the inner gate in seconds, and taken down that reinforced gate in no time. After which their group easily took out our lord and the 15 people who had gotten there after the summons. They took the keep in lees than 2 minutes. Stupid…
SO! My suggestion is:
1. Don’t let golems stack at a gate, the stacking damage is much too overpowered. if anything debuff their damage when there are more of them around.
2. Don’t allow golems to use mesmer portals. The fact that they can be moved up a cliff in seconds is too overpowered.
Another issue with WvW balance is server play times. Some servers in the Americas have players from halfway across the world, which is cool, but when you have your WvW full at all times against people who actually sleep, large groups can take entire maps while you are sleeping and gain a substantial lead in a few hours.
Suggestions:
1. When ‘Outmatched’ NPCs should be upgraded with extra health and damage, so that it isn’t a cake walk to take a keep that might be very well fortified.
2. have NPCs (call them engineers or something) who can man the built in siege equipment at keeps/towers. making those NPCs an upgrade at the tower/keep is even viable.
3. Make the ‘Outmatched’ buff effect combat. When there are 40 of them camping a spawn where 15 people are trying to get out, i doubt those people care if they get more XP and MF for the little amount of kills they’re getting.
Other Issues:
1. Arrow Carts die to damage reflection.
2. Trebs can be hit by balista aoe from the bottom of the cliff at garrison West cliff, the spot that can hit the Bay.
3. When the game crashes (which happens a lot, don’t worry i get it its a new game) , you are forced to re-enter the queue when you log back in, which can take a few hours during prime time. It should be made so you have 5 minutes or so to get back into the game.
4. Lightning strikes hit the altar, releasing the orb of power. Plainly, it shouldn’t.
EDIT: General Suggestions:
1. Telescopes at Keeps/Towers would be a neat addition so you could see whats going on around the map, and possibly spot those kinds of attacks coming and better prepare in advance.
Post below if there are any issues I’ve overlooked. Hopefully the message gets across :/
(edited by Ramboso.4721)