Showing Posts For RealoFoxtrot.3261:
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Good Day,
Would like to mention that the RSS feed seems to be not working as intended…
The last news item to come through the RSS was the Act 2 start, and the one before that is an interview with Taylor Krahenbuhl
Thanks
uhm… your statement isn’t backed up
Why do you say that bad servers don’t drop sieges?
Anyway, the point is moot all in all, because a server that cant play well will still loose in my system, it just means that the matches will be kept closer and so servers that completely overwhelm good servers (and servers in the 3rd and 4th tier are the worst for this) wont have opponents that drop out after the first 3 days cause of moral being shattered
Yes, i can agree to this. although…
In our server, there are a lot of people who got Commander because the really do lead properly, and are in guilds dedicated to WvW. What about those people?
This is my personal opinion of how to make WvW the best form of MMORPG PvP
I know this system seems like a bad idea at first, but in all honesty, it’s been apparent that WvW needs Elasticity in the scores.
What i mean by that is, if one team is falling behind, it needs some form of advantage that scales depending on how far behind your score is.
A Buff to attack and defense is the obvious one, it’d mean that the moral of the loosing team would stay high even if they were loosing so they’d be more inclined to attack, and the winning team would have to realize that if they have had a good game so far, it means that they will have to work at it now.
Say that the leader was 10k ahead, this would kick in the first level of the buff, say +5%. (this is an example, numbers can be changed) for each 5 or 10k points the team falls behind, this buff increase by an extra +5%. If they take the Tally lead (as in, they hold the most locations kind) then the buff is halved. This will last for as long as the gap remains larger than the bracket. (for example, if they are 10k points behind, they would only gain the +5% for as long as their points stayed 10k lower than the leading server)
I suggest this because… well, the best fights have always been the ones that are close.. really tight matches that mean that you end the game with a 100 point gap. THAT would be a bloody fantastic game..
However, most of the games finish with a 200’000+ GAP between the top and bottom, with somewhere between 50’000 and 100’000 for mid and bottom.. 100 points is ridiculous, but most games should aim to be in the 10k-20k margin for them to feel like good matchups in my opinion
So… yeah, that is what i feel would be the best solution, at least for the moment
WvW is beyond borked (when one server owns 95% of the map all week)
in WvW
Posted by: RealoFoxtrot.3261
I know this system seems like a bad idea at first, but in all honesty, it’s been apparent that WvW needs Elasticity in the scores.
What i mean by that is, if one team is falling behind, it needs some form of advantage that scales depending on how far behind your score is.
A Buff to attack and defense is the obvious one, it’d mean that the moral of the loosing team would stay high even if they were loosing so they’d be more inclined to attack, and the winning team would have to realize that if they have had a good game so far, it means that they will have to work at it now.
(I’d like to iterate on this, so edit:
Say that the leader was 10k ahead, this would kick in the first level of the buff, say +5%. ((this is an example, numbers can be changed)) for each 5 or 10k points the team falls behind, this buff increase by an extra +5%. If they take the Tally lead (as in, they hold the most locations kind) then the buff is halved. This will last for as long as the gap remains larger than the bracket. (for example, if they are 10k points behind, they would only gain the +5% for as long as their points stayed 10k lower than the leading server)
I suggest this because… well, the best fights have always been the ones that are close.. really tight matches that mean that you end the game with a 100 point gap. THAT would be a bloody fantastic game..
However, most of the games finish with a 200’000+ GAP between the top and bottom, with somewhere between 50’000 and 100’000 for mid and bottom.. 100 points is ridiculous, but most games should aim to be in the 10k-20k margin for them to feel like good matchups in my oppinion
So… yeah, that is what i feel would be the best solution, at least for the moment
(edited by RealoFoxtrot.3261)
uhm…. 20 players on an entire server seems rather few… it also feels… dunno, like it’d cause more problems.
As for the players dying when they are 10-ups, well that’s largely their own problem. It’s not that much of a difference when playing as if you are on your own then you are probably dead anyway.
Don’t think i agree with you on the needs balancing for the actual players either.. it generally works when up-scaling people
This is my personal suggestion to how i feel WvW needs to change.
In WvW, the best battles are always the ones which are very close. if people are within 30k points on the final day, then it has been a fantastic matchup. If the final points are between 50k-70k then it has been a reasonably good matchup.
There are a lot of occasions where one server completely and utterly dominates the other two.
This is not fun for anyone.
I’ve had a few examples of this from both sides:
On BWE2 i was on Desolation and we spent three days against the same servers and completely destroyed them, which made it no fun to join in WvW as the domination meant there were no fun fights
At the start of the game, we are in Gunnar’s Hold which paired us up against Jade Sea, currently we are up against Elonas Reach and the point count means that it cant be fun for Elona’s Reach at the moment either.
What WvW needs is Elasticity. It needs to be able to allow servers falling behind to push back and gain an advantage.
This will be something that needs testing, but the current way that WvW works is causing stress and server jumping (entire guilds leaving servers cause their server wasn’t winning every time)
My suggestion is probably not a great nor perfect one, but i feel that if a server had a boon if they were loosing (dependent on total points, which is cut by so much if you have the greatest score tick) of something… a greater attack and defense would be useful. something that would allow loosing servers to hold places better at the least.
Again, this is a personal opinion, but i definitely say that WvW needs changing
I’m more towards finding ways of making a loosing team gain an advantage..
Giving a team extra attack and defence based on how large the gap is between the leader might work… however, if things become too drastic, it could make the situation unpleasant…
I dont know how it would work with three teams, cant quite picture it in my head yet, but the general way it’d work would mean that the three team scores should stay closer together (and closer scores is when it gets more fun)
Good Day everyone,
I’d like to present to you a short film in which we present our plea to ArenaNet to help machinimators by allowing the use of a First Person camera so we can record proper cameras.
We at Cinimart have been wanting to make a machinima called Adventure Anyone within Guild Wars 2, and so we made this video during the beta to ask.
…. Unfortunately, a couple of characters got bored and so decided to go do their own stuff while we were filming.