Showing Posts For Zorion.7504:

Commanders and message count

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Posted by: Zorion.7504

Zorion.7504

I thought that /squad didnt have that issue, am I wrong?
The one thing that buggs me the most is actually commanders using /map /team and giving orders like, take down that cannon, or behind!

/squad works wonders for leading your squad, /team /map works wonders for trash to use and for commanders speaking to other commanders. But for commanders using it to relay orders to his closest soldiers need to get a big spanking

So pls. more /squad usage! =)

Far Shiverpeaks vs. Gandara vs. Fort Ranik

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Posted by: Zorion.7504

Zorion.7504

@ both Tortun and Soggy;
yes I used generalization and also said in my post that it was probably just bad luck that I ran into so many loggers in a short time.
and to soggy, roaming is not = ganking. i never gank someone, I look for 1on1 or 1on2 or 1on3 or what ever I can find, I make my presnence known by firing a ranged shot, if they want to engage we fight else they run, if I see that I do alot of dmg, say half a healthbar in acouple of skills, I let them go.

When Im PvPing Im looking for challanges, I want to beat players on eaqual terms if its to much in my favor a victory will grant me nothing if I win a fight as an underdog I get more from it.

I feel that the zerging is boring, yes it can be fun with massive battles, but the general running with the zerg going from keep to keep until it overexteneds to much and get wiped is not my cup of tea.

I would love a more roaming friendly mechanic, but alas that is not what arena net wanted for www, they want zergs so they put in zerg friendly mechanics in keeps.

and I acctually met a grp of Good Gandara fighters tonight, I ran into a grp of maybe 6 from the same clan, 2 fought me and the rest stepped back, I killed 1 downed the other and then got killed be the rest. And that is for me alright, so good honor to that clan! =)

but again, solo roaming is not only looking for players to butpoke, its also for PvPers not enjoying the zerg mechanic encourage by arena net.

Far Shiverpeaks vs. Gandara vs. Fort Ranik

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Posted by: Zorion.7504

Zorion.7504

I must say that Im very dissapointed and suprissed about the quality of the Gandara PvP´ers.
About 98% of Gandara players Ive encountered logg out on down and some even when HP reaches 10%.

There is no difference if its in a zerg or solo roaming, they go down, they logg out.

I normaly run in eternal battleground solo, I like to roam.
The only Gandara players ive met that will engage a fight 1on1 is thief and warriors, every other class tries to run and logg out if I catch up to them.
And even the thiefs and warriors loggs out if they fail to burst me, not even the thiefs try to run abit to resset the fight and come back for more, nope, if they are close to down.., they go poff from the server.

The only time Ive been engaged by other classes by Gandara players is when ist 5+ vs me.
2on1 they might try a few shots but as soon as one is on 50%hp he/she runs leaving the other to his/hers fate of logging off when downed.

I really hope Ive had bad luck and only meting a minority of your PvP populence and that the majority of you dosnt encourage this behavior.

Sorry if this came out harsh, but its for me a totaly strange behavior from players in a PvP zone, its not like you get suprissed in a PvE zone questing.

ps.
No I do not play a thief.., Im a necro, in healing gear.., not even full runes =P
and sorry if my english is bad, not my native language.

Zorions WvWvW changes/ideas

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Posted by: Zorion.7504

Zorion.7504

3) Sounds great that you can’t recap because you held a keep for that long, but it wouldn’t work. Example: Night team caps a keep, they’ll hold it for 12 hours during the night. When the 12 hours are over it can’t be captured for another 6, so it is held for 18 and so on.. (Where does it stop?)

It would be really hard for a nightcap team to cap a keep and hold it for 12 hours.., take a normal battle night, start around 18.00ish and goes on to around 01.00ish with alot of back and forth presence. say that you acctually manage to cap a keep and hold it from 18.00, then you need to deffend it to 06.00 to give you cap proof until 12.00.., not that a big of deal.., better then to try and organice a deffence during day time to give you nightcapping safe haven on the dog hours.
But anyhow, its just a way to let the servers work towards a goal that gives you a clear reward, defend this A amount of hours and get rewarded to not have to defend it B amounts of hours.

6) I like the dolyaks, yes you don’t get a reward, but I didn’t start playing this game to get rewarded. Dolyaks bring the game a dynamic way of defense, either you defend them or you will run out of supply at your tower/keep.

Didnt mean reward as in xp/drops/whatsnot but in that to guard the Dolyak from SC to Keep/tower takes so long time and the chances of you getting a fight is slim, bigger chance of having a zerg run you over ^^ and that is for me why I play PvP, to acctually have PvP encounters.

if it where say, 3-5 control points, think the present “guard flag”, that need to connected for the supply to get to the keep, more fights could happen over a bigger area. You would benefit by spreading out your zerg over the “zone-supply line” and use the natural terrain.

7) I love the towers/keeps, it wouldn’t be the same without. If you just want control points you should be playing sPVP.

I also like sieges, L2 player here, but the bad thing with sieges are that it automaticly forces teams to zerg up, victory point battles dosnt.
and SPvP is fun, but you cant really compare WvWvW vs SPvP its two different experiences, on its scale alone.

And, if we where to get more “points” to affect “map domination” that would mean Keeps/towers would be closer to reality, ie by owning a a keep/tower you dont automaticly have “map domination” you have to exit the keep/tower and claim the “points” around the keep/tower.
So the point of a keep/tower would be, it makes it easier to get “map domination” but
it is not enough by itself, you need to attack on the map.

Exampel. present day you can control Victory Points By only zerging it up inside keeps/towers and win.
with changes. If a server zergs it up inside its keeps the other server can just cap all points around the keeps and get map domination and force the defenders into the open.
And that gives us more BATTLES!

But good points and thanks for the input, would like to see more discussion around this ^^

(edited by Zorion.7504)

Guild Perk: WvW Commander

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Posted by: Zorion.7504

Zorion.7504

I dissagre about guild commanders, but guild squads should most deffently be a researchable feature!

Zorions WvWvW changes/ideas

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Posted by: Zorion.7504

Zorion.7504

answering my own post, bored at work ^^

I know that some will say that point 1 is bad cause one person can recap everything.
well, if you have held a point for 1 hour, you have a teleport to the point, and a channelling time for the enemy on 10 min. should be enough time for anyone to port there and do 1dmg on the capper ^^

but but night capping then, will not be a bigger issue then it is at current time, rather with point 3 gives you the possibility to start defending your keeps to make them un-capable by night.

would be really fun to see other PvP players comment on these ideas =)

Zorions WvWvW changes/ideas

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Posted by: Zorion.7504

Zorion.7504

Have a few wishes to WvWvW to make it IMO more fun/interesting.
please read all points before commenting on a single point, as some ideas are worthless without the support of the other ideas =P

1. Take away all NPCs.
Motivation. Many MMOs feel the need to put NPCs into PvP content and I really dont see the point of it, it´s just a waste of server space IMO.
Let the PvP area be controlled only by players and affected only by players.

2. Add a zone/grid system to the map with a control points.
Motivation. this idea is to encourage anti zerging tactics. More control points = more areas of the map worth fighting for to give map domination.

3. change how you capture a point.
Motivation. instead of killing a NPC to capture a point, make it a channelled spell, like some skill points.
Default 1 min channelling that breaks on any damage.
Put in an invurnibility timer, when a point/keep/whatever has been held for 12hours strait you cant recap it for 6 hours, this will make for some really interesting strats regarding night capping and the likes.

4. Change upgrading points.
Motivation. instead of paying for NPCs to guard your points the Points will automatic upgrade over time.
example. every 10 min upgrade the channelling needed by 1 min to the maximum 10 minutes to capture a point.
after 1 hour, activate an asura gate at the point giving you a teleport point.

5. add a kill/death points system
Motivation. in every zone/control point area that gets reset every time a point changes owners.
give bonus to drops/tokens/whatever if your realms kill ratio is higher then your realms death ratio in that zone.
This encourage players to actually defend points even more and also have another “xp bar” to look at, just have a three coloured bar at the eventbox showing the ratio.

6. Change supply trains to keep.
Motivation. If you take away the cows and just make it so that if you have an unbroken control point chain from the supply camp to your keep the supplies will continue automatic on a fixed timer.
This makes attacking strategic points to break the supply chain more fun, instead on being on boring cow guarding duty that rewards nothing.

All these ideas is to make WvWvW less rewarding to zerging and more rewarding to proper tactical thinking but also allowing more roaming.
My dream would be to take away all keeps and towers and such and just use the control points to gain map domination, but I understand that the player base want to have sieges so I will not go there ^^

So to easier understand what I mean with grid system on the map, think of RTS games like company of heroes and the likes.
The goal of WvWvW is to control the map to gain Victory Points to at the end of the matchup decide what server wins.
My ideas just boosts that. Makes it more fun. Fight to control the points not to kill NPCs and/or blob zerg keep after keep.

What do you guys think?

(edited by Zorion.7504)

Game Improvement - Suggestions

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Posted by: Zorion.7504

Zorion.7504

Blond as I am I missed this thread and created a topic for itself =P
Any how, I´ll repost it here instead.

1. Please give us the “hero” panel from GW1 to use for our pets.
It would be an awesome addition for players using pets.

2. Let guilds be able to make Squads and take ideas from Warhammer Onlines warband UI.
ie. let a guildmember create a squad, let him be able to invite full groups into his squad “no limit on number of groups in a squad IMO” and keep the group setup promoting the former group leader to an “officer”

The squad leader will be able to call targets for the entire squad and use map ping for the entire squad whilst the “officers” will be able to call targets for its party members and use map ping for its party members.

Let all partymembers see its members as blue dots on the map and squad members as yellow dots on the map.

In this way there is no need to make a new “party” UI but squad members will be able to get a morale boost from seeing alot of yellow dots on the map/radar, and that will greatly increase the use of squads, boost moral and make it easier for a commander to lead.

What do the community think of these ideas?

UI improvments, pets/groups

in Suggestions

Posted by: Zorion.7504

Zorion.7504

1. Please give us the “hero” panel from GW1 to use for our pets.
It would be an awesome addition for players using pets.

2. Let guilds be able to make Squads and take ideas from Warhammer Onlines warband UI.
ie. let a guildmember create a squad, let him be able to invite full groups into his squad “no limit on number of groups in a squad IMO” and keep the group setup promoting the former group leader to an “officer”

The squad leader will be able to call targets for the entire squad and use map ping for the entire squad whilst the “officers” will be able to call targets for its party members and use map ping for its party members.

Let all partymembers see its members as blue dots on the map and squad members as yellow dots on the map.

In this way there is no need to make a new “party” UI but squad members will be able to get a morale boost from seeing alot of yellow dots on the map/radar, and that will greatly increase the use of squads, boost moral and make it easier for a commander to lead.

What do the community think of these ideas?

Crafting Links The Master sword.

in Crafting

Posted by: Zorion.7504

Zorion.7504

Could be as you say, but looking at the triforce I would still say that it is no doubt that its a tribute to zelda.

The amulett is made up of an emerald “green”, Ruby “red”, and sapphire “blue” amulett ie the colors of curage, power, wisdom and the final design is that of the triforce strait from the game.

So its probably twofold ^^

But I remember when I found the wooden sword recepie from a karma vendor that I thought wow, this must be links sword =)

So IF™ its in the game, how would it be made?
Maybe using a couple of steps, first upgrading the wooden sword to the “core” ingredient much like a legendary craft, and then using gifts or mats to craft the final master sword.

I´ll do some experimenting with the forge tonight.

Crafting Links The Master sword.

in Crafting

Posted by: Zorion.7504

Zorion.7504

Since we all know about how the triforce is crafted and there is a recepie for a wooden sword I started thinking that there probably is a recipe for the master sword.

What do you guys think?
How would the recepie look like, wooden sword, bigger sword, biggass sword, bloodstone shard?
or maybe arenanet picked up on the three sacred flames.., this needs to discovered!

here is a link to some good information about the master sword.
http://zeldawiki.org/Master_Sword