Showing Posts For Ryvn.8094:
This system heavily favors the green side in EotM as it is composed of all 1st place servers in the current WvWvW match.
Colors are random now. They changed it several months ago because people were complaining that they couldn’t get map completion due to always being the same color.
There must be a better solution.
There’s not, and that’s deliberate. This makes runes both part of the gold sink and to keep some of them marginally worth crafting.
There’s probably too much incidental condition spam. If condition application was more limited and deliberate we wouldn’t need everyone and their mother to have so much removal.
I thought you could only queue for one map at a time. That if you queued for something else it would remove you from the first one.
Train your people not to auto-attack the gate before all the rams are built. If you have 3 people with ram mastery and drop 3 superior flame rams then those gates are going down before white swords even show up. Supply at a camp with the +5 supply buff and that only takes 10 people to build those rams.
Bonus points – with a handful of eles and necros you can keep defenders from wanting to get anywhere near the wall to defend.
Human male: Mr. Ektion.
Pronounced as “misdirection”.
Interesting idea. I would tweak it slightly from automatic announcements and make it more like the scout NPC’s that already exist. Otherwise you’re adding to the clutter of Lion’s Arch chat channels and with the on-demand conversation you can check it any time, not just at the very beginning of an event.
You can also convert lower level materials to higher level ones via the Mystic Forge. Whether it’s worth it or not is up to you.
http://wiki.guildwars2.com/wiki/Mystic_Forge#Materials
Keep in mind the crafted Gifts for legendaries are account-bound so you can craft them with a character other than the one who will have the legendary. See Note 3 from the table at http://wiki.guildwars2.com/wiki/Legendary_weapon
Dulfy has a gallery of skimpy armor
Mouse over your stats, they will display extra numbers. Condition damage and healing power are already part of those extra numbers.
The underlying problem is that the system is unstable. And I mean that in the engineering sense – a stable system will return to equilibrium and balance itself, an unstable system falls over. In other words, what we have here is that when one server starts to dominate it cascades and they become stronger and stronger.
Have a strong enough force to capture all 3 orbs? Here, have even more strength!
Able to take over an entire map? Here, have more supply than you can use!
Conversely, if you’re down it gets harder and harder to come back. Oh, you took a tower?Too bad you have no supply, no upgrades and the enemy zerg is at your door.
Something needs to happen such that holding more objectives actually makes you dilute your strength. Right now it gets to a tipping point such that, if you control enough of a map it’s all down hill to control the rest. And that’s without even considering the morale of the losing servers.
I suggested in another thread that your siege engines become weaker if you hold more than 50% of all WvW objectives. Maybe limiting the total amount of supply available to a server might also work. Then you’d have to pick what was worth upgrading and what would have to wait. I don’t know.
I’m not sure how you address the problem of people looking at the score, thinking “we can’t make up that many points” and then not bothering. Or the related issue of trying for second place, as if that actually got you much of anything. So many people play to earn something rather than playing for fun.
Would scaling damage done to walls based on the number of objectives currently controlled have any meaningful effect?
Right now the only two things which effect the difficulty of taking over a keep, or any other objective, is how much it’s been upgraded and the quality of the defenders if any. What if you started doing less damage to walls once your sever controlled 50% or more of all objectives? Conversely, if you held, say, 20% or less then you’d have a bonus. This would only be against walls and door, possibly NPC’s. If the holding realm hasn’t bothered to upgrade or defend the keep then it can still be taken, it will just require a bit more time.
Ideally this would help servers that are being dominated to at least establish a foothold and make it a lot more difficult to completely take over maps. It should help push things more towards an “everyone has 1/3 or the map” equilibrium. The question is, would it really have any effect or are things just so lopsided that it wouldn’t make a difference?
A.Net said a long time they don’t want to allow players to drop off supplies. It would eliminate the ability to lay siege to forts and towers.