Showing Posts For lupo.1620:
Hello,
I am tired of the superboring zergling train mechanics and i like small groups action, like going hunting for kills, cap secondary objectives (camps/towers), helping main zerg with flanking attacks etc.
If anyone on this server is interested please add me to friend list in game and contact me with mail or whisp.
THX
same
tried enter WvW, crash and no login anymore
annoying …
I know this is a very big change, but it builds on what wvw is now and i hope it can bring more pvp related content and fun in wvw maps.
It should basically lead to 2 sort of situations:
- if u have same number of your opponents you will probably end in a frontline open camp battle
- if u have unbalanced numbers it will probably lead to big zerg attacking and small army defending, but with much more chance of success in defending or at least slow down zerg progress than it has atm, where a huge zerg can take a full map in minutes. despite of the full upgraded control points ,and the poor doomed few oppenents trying to defend them.
One last thing (maye a little OT): i think that server transfer shall not be allowed toward the servers that are in your current wvwvw match. This can ease the flow of ppl from the loosing to the winning servers.
i posted this on wvw section, but now i try repost here for 2 reasons:
1 is more a suggestion than a comment
2 i had no reply
so i would like to know if everybody is happy with the mechanics of wvw as they are atm
The big point of wvw is that you can get many things when u play it (gold, drops, exp, karma, fun etc) except one very thing: pvp!!!
This is due to three main factors:
- positive feedback mechanics
when a server is winning it gets stronger, when a server is loosing it gets weaker: like all positive feedback system, it become unstable very quickly and u get stucked to the point where 1 takes all.
- zerg mechanics
evrybody know this: a big group can stomp on any target, goal and minor group of adversary palyers with
almost no effort, so it always ends with 1 faction zerg running and farming, or even 2 faction zergs doing the same without never meeting, because this gives lot of rewards.
- MOST IMPORTANT
absolute lack of a frontline, a real battleground, a trench war or whatever u call it!!!! this is what is really needed for wvw to have a boost.
I think what majority of players want is a wide open battle between large armies, but at the momement what u get in wvw will most probably be (with rare exceptions):
1) attacking siege where all u can do is range aoe empty walls until ram finish the job
2) defending siege where all u can do is trying to range aoe attackers without falling from walls
3) cross-country race with zerg stomping everything and with 2 seconds long battles
4) dying in a 2 seconds battle even before the opponent zerg becomes visible
i have some fun with all these (except 4 maybe), but i want more.
HOW?
here are my ideas:
- INTRODUCE FRONTLINE MECHANICS
this maybe done by the use of buffs and rally points. each control point (camp, tower, keep etc) should emit a powerful buff within a given radius. all players in that area are so much buffed that a zerg attacking a camp with 5 ppl defending could seriously fail (somthing like that annoying guild npc thing you find in camps atm).
A faction can extend the area of the buff by building rally points of some sort, that works like beacons. Beacons can only be built within a certain distance from a buffed area, and CANNOT be build too near to an opposite faction buffed area. This will produce an extension of one faction protected (buffed) territory, until it comes to clash with the territory of anoter faction: what u have now is a frontline. This place will be where most battle will take place, simply because when u move forward u loose your buff, and you enter a land where your opponent is buffed.
- KEEP THE FIGHT BALANCED
buff must be diluted between players: many players in an area (zerg) get small buff, few players ina an area (heroes) get big buff (same total amount divided by few).
this work well for defenders, because both few defenders or zerg defending (less probable) will pose more or less same challenge for attackers.
At this point our big zerg will have 2 choices when it wants to extend our territory: to attack unguarded positions where it has to kill only a few (but still heavily buffed) npc guards, or attack directly in the face of enemy army (zerg of the few heroes). what we want is epic battle so:
- KILL REWARDS
atm most of the rewards come from conquering targets (control points), and this is why none seem to be
interested in a fight, also when it maybe balanced. All we have to do is transfer that reward directly on killing enemy players, and the choice of our zerg will be easy shifted toward the real fight.
But since most reward is now in killing players in the frontline zone, what is the reason to extend our territory and conquest control points?
- TOTAL MAP CONQUEST AND RESET
my idea is that completing the map closes the match. When a faction conquest all the control points they (all the players partecipating) must gain a big reward, like it was a big map event, like opening a huge chest in your base with rare items and loot (+ ofc a big amount of wvw points). At this point the map should reset to neutral and everything starts back. this will also solve the issue of getting stuck in the situation of 1 faction being dominating.
I know this is a very big change, but it builds on what wvw is now and i hope it can bring more pvp related content and fun in wvw maps.
It should basically lead to 2 sort of situations:
- if u have same number of your opponents you will probably end in a frontline open camp battle
- if u have unbalanced numbers it will probably lead to big zerg attacking and small army defending, but with much more chance of success in defending or at least slow down zerg progress than it has atm, where a huge zerg can take a full map in minutes. despite of the full upgraded control points ,and the poor doomed few oppenents trying to defend them.
One last thing (maye a little OT): i think that server transfer shall not be allowed toward the servers that are in your current wvwvw match. This can ease the flow of ppl from the loosing to the winning servers.
hello i write as a big fan of pvp in general, so i try to share my thoughts about WvWvW on this awesome game, because even if i already enjoy it i actually see many issues, many complaints by players, but most of all a huge unexpressed potential in this part of GW2.
The big point of wvw is that you can get many things when u play it (gold, drops, exp, karma, fun etc) except one very thing: pvp!!!
This is due to three main factors:
- positive feedback mechanics
when a server is winning it gets stronger, when a server is loosing it gets weaker: like all positive feedback system, it become unstable very quickly and u get stucked to the point where 1 takes all.
- zerg mechanics
evrybody know this: a big group can stomp on any target, goal and minor group of adversary palyers with
almost no effort, so it always ends with 1 faction zerg running and farming, or even 2 faction zergs doing the same without never meeting, because this gives lot of rewards.
- MOST IMPORTANT
absolute lack of a frontline, a real battleground, a trench war or whatever u call it!!!! this is what is really needed for wvw to have a boost.
I think what majority of players want is a wide open battle between large armies, but at the momement what u get in wvw will most probably be (with rare exceptions):
1) attacking siege where all u can do is range aoe empty walls until ram finish the job
2) defending siege where all u can do is trying to range aoe attackers without falling from walls
3) cross-country race with zerg stomping everything and with 2 seconds long battles
4) dying in a 2 seconds battle even before the opponent zerg becomes visible
i have some fun with all these (except 4 maybe), but i want more.
HOW?
here are my ideas:
- INTRODUCE FRONTLINE MECHANICS
this maybe done by the use of buffs and rally points. each control point (camp, tower, keep etc) should emit a powerful buff within a given radius. all players in that area are so much buffed that a zerg attacking a camp with 5 ppl defending could seriously fail (somthing like that annoying guild npc thing you find in camps atm).
A faction can extend the area of the buff by building rally points of some sort, that works like beacons. Beacons can only be built within a certain distance from a buffed area, and CANNOT be build too near to an opposite faction buffed area. This will produce an extension of one faction protected (buffed) territory, until it comes to clash with the territory of anoter faction: what u have now is a frontline. This place will be where most battle will take place, simply because when u move forward u loose your buff, and you enter a land where your opponent is buffed.
- KEEP THE FIGHT BALANCED
buff must be diluted between players: many players in an area (zerg) get small buff, few players ina an area (heroes) get big buff (same total amount divided by few).
this work well for defenders, because both few defenders or zerg defending (less probable) will pose more or less same challenge for attackers.
At this point our big zerg will have 2 choices when it wants to extend our territory: to attack unguarded positions where it has to kill only a few (but still heavily buffed) npc guards, or attack directly in the face of enemy army (zerg of the few heroes). what we want is epic battle so:
- KILL REWARDS
atm most of the rewards come from conquering targets (control points), and this is why none seem to be
interested in a fight, also when it maybe balanced. All we have to do is transfer that reward directly on killing enemy players, and the choice of our zerg will be easy shifted toward the real fight.
But since most reward is now in killing players in the frontline zone, what is the reason to extend our territory and conquest control points?
- TOTAL MAP CONQUEST AND RESET
my idea is that completing the map closes the match. When a faction conquest all the control points they (all the players partecipating) must gain a big reward, like it was a big map event, like opening a huge chest in your base with rare items and loot (+ ofc a big amount of wvw points). At this point the map should reset to neutral and everything starts back. this will also solve the issue of getting stuck in the situation of 1 faction being dominating.
I try to summarize a lot of issues that arise reading many (maybe the great majority) of posts about dungeons, included those anbout fixes and updates (anti exploit mainly) by ANET, suggesting a potential solution to most of them through a new approach to the reward system. I try to do this in a very sytnthetic way omitting comments and personal feelings abut the arguments if possible in order to avoid a very long textwall post.
change proposal:
ELIMINATE TOKEN REWARD SYSTEM, and give directly gears (soulbound) as reward (like in SM), one piece for each run (path) (this solves the issue of multiple run of same path/dun, without need of hideous DR system, giveng big headache to developers and players).
SM can stay as it is, maybe a bit easier so that ppl of appropriate lvl (example lvl 35 for AC) can complete it, but makes it only completable a single time: once you have completede SM, u can only do EM (this way nop exploit for exp gain is possible).
Make EM in 2 versions:
-normal-mode, more or less same difficulty as SM, and with reward of yellow, low lvl sets;
-hard-mode (very asked by players), like it is now (or even harder), with lvl 80 orange set as reward;
make party for dungeons ranging from minimum of 5 to maximum of 10, so that ppl can complete it also when
someone leave (which is almost always the case), scaling the difficulty, if possible, with number of players and average lvl of them.
Leave only lvl 80 dungeon with token reward instead of gears, and make these tokens sellable (no soulbound and no accountbound), increase the number of things that u can spend these tokens for, and maybe increase dungeon difficulty (EM), so that this can remain as a always challenging content, repeatable for profit if ppl like it.
eliminate (or drastically reduce) exp from EM (as partially is already).
i think this is very needed, because most ppl (included me) dont do dungeons for the simple reason they cannot waste half of their playtime looking for group, and when u finally find 1, they leave just before the last boss QQ.
the system can be done with requirement specs: for example a group of 4 ppl is looking for an ele or a guard etc.
moreover i suggest this (matchingsystem AND dungeon itself, when u find party) to be accessible from all over the world
Travel actually is a problem in so vast and awesome world arenanet created for us to enjoy!!!
The problem is related to the very high loading time for map changing, that makes everyone spend lot of time just waiting in front of screen if they dont want to spend lotof money for instant travel to far location.
this need be mitagated somehow if not totally removing travel cost, at least put an asura portal to every map in capital cities, to reduce map loading during travel
(ofc waypont cost removal would be better :P )