Showing Posts For zolton.4350:
Or option 3. You’re batkitten crazy. Last night JQ and BG tore up TC BLs triple waypoints and couldn’t finish off the last one because it was too late. Tonight all 3 servers were queued or near-queued inside tc garrison with the old unspoken collaboration of server x clears circle while server y blocks reinforcements. But no, I’m sure theres TOTALLY a 2v1 on BG despite all this.
Yeah as i was not standing inside the bg keep in eb when tc and jq both hit it at the same exact time now was i? Or when jq hits ql and lang and dane while tc hits umb dur and brav right? Yeah no way it has got to be a coincidence right? Yeah that is it it is just a huge coincidence that seems to happen every night. No way that is double teaming right?
No never its normal for both servers to hit BG keep at the same exact time and never attack each other while there or to never attack each other at all any where else on any of the other maps. Yep sounds legit to me that no double teaming exists.
There hasn’t been any double-team of BG since the end of Season II.
The whole thing left a bad taste in the mouth of both TC and JQ plus it was incredibly boring.
Heh some one needs to tell the rest of your servers then as i see it constantly every single day. And its nonstop. But you say its done and never happened again since the end of season 2? Really? Both sides were doing it as soon as last night. So either your completely mistaken or the rest of the two servers have yet to receive their memo’s.
Doesn’t Black Gate need people because they’re up against constant double teaming? If so, why don’t players transfer to T1?
There is no constant double teaming of BG.
No never its normal for both servers to hit BG keep at the same exact time and never attack each other while there or to never attack each other at all any where else on any of the other maps. Yep sounds legit to me that no double teaming exists.
What could be added would be a point system for kills that the points can be spent for better gear for WVW. WVW can get costly and pricey to compete with the costs of upgrades siege and food and gear on top of it. And having some really nice looking powerful gear that must be earned through kills in WVW would help mix it up between PPT and actual fighting.
WVW is very repetitive. Take tower/keep. If its close to your keep you try to upgrade it. If not you hit it and move to the next. And your server is rewarded based on the PPT. Yet that is it. Bragging rights more or less. You do better taking keeps camps and towers then actually fighting the enemy. Only reason to fight the enemy is to run them off your place or to kill them to be able to take their place.
A system that rewards players for their individual roles and what they do in WVW would be nice. A certain amount of points guarding a place. Some points for guarding camps. Some points for protecting yaks. And points for killing players and flipping mobs. Add this on top of the WVW PPT system. This would give some more goals and some thing to work towards. And may draw in some non WVWers to at least earn some of these cool rewards helping to bring in more people. That be my suggestion to help revitalize it more.
Another thought i had was to add a buff to Righteous Indignation when out numbered to double its length to 10 minutes instead of 5. This would at least allow those who are out numbered to score ppt for their server despite being out numbered. And give them a bit more time to set up some sort of defense against a zerging mob. Or the RI could be applied to the walls and door for 5 minutes
When out numbered its hard to capture a tower or keep not impossible but extremely difficult to say the least. And right now there is no defense when your out numbered and a zerg is at your keep. Acs’s are often targeted even though they are on the walls as are players standing there trying to fight off a zerg.
Setting a treb at the gate may buy you a little time but often zergs will just turn to catapulting the walls if they notice this so that does not help. And its no fun being out numbered and having no way to fight back. And it definitely will be no fun for a zerg if the map is emptied out by players frustrated. Nothing left to do then as every thing is already captured.
Scaling mobs defending the keep and towers and camps would add a bit more difficulty in taking them yes. But they were not meant to be that easily over ran i believe. If they were the mobs would not even be there in the first place. And having them scale would just require more skill then a mindless blob blobbing from point to point.
To me it sounds more fun to have a challenge in not only defeating the mobs but also the players defending. That is more fun then setting up a ram. Wait for the door to go down storm the lord he dies super fast then head off to next spot rinse and repeat. If the mobs scaled then you would need a strategy and it be best if the zerg was split up into smaller groups to capture points and to be spread out.
Some do not like the crown pavilion because it takes a bit of strategy and skill and working together to achieve the best rewards. But i personally think its a better solution then lets all mob up and storm each boss. And it rewards every one not just a few lucky people who were able to tag the boss before it went down. This is the kind of system we need in WVW.
One that rewards every one and takes every move into consideration. Rewarding for guarding a place. And more rewarding for each kill. I still do not understand how each kill is not factored into the ppt system. Or how taking a place is not rewarded as well with ppt.
Outnumbered is pretty much supposed to lose (unless there is a serious skill gap). Zergs beating small groups = working as intended.
Possible “solutions”: don’t be outnumbered; set up defensive siege and leave scouts at the location to provide quick notice of attack; respond to those scouting reports quickly; do better
If your server truly just doesn’t have enough people to participate in wvw… transfer.
No we have enough over populated servers as it is and this is at the root of the problem. To have a true World versus World every world must be able to compete whether they have a high server population or not. That breeds competition and brings more skill to the table. There is no skill in being in a zerg charging up on a place spamming 111111111111.
If it were set up more for zergs the mobs and keeps would both have much higher hp then they do now. So i believe that logic is flawed. And it does not matter how much siege you set up if your out numbered the siege does very little to off set this. And if you are suggesting it i’m guessing your on one of the zerging servers that are the problem.
And no matter how fast you are you will always arrive to late to defend a camp and very few times will you get there to defend a tower or keep. Especially when you can not get inside because the zerg is right at the entrance meaning you die before even getting inside. And the lords of those places are a joke when it comes to zergs hitting them. They die within seconds and a few seconds later its gone. Then a 5 minute wait to recapture it.
For a true wvw all must be able to compete. If not then its a population contest and we need to rename it to population versus population and not world versus world. But seeing how it is wvw and over population is the problem we need the population to be thinned out to even out across servers or find a way in which servers with lower populations can compete. Zergs really should not be the answer as it requires 0 skill.
Bartas It could be that catas and trebbing takes into account all the players on that side upscaling them a bit further then if the blob was there making it less likely of a strategy.
Andrew Clear I have serious doubts about that logic. They were designed to be taken by groups not zergs. Hence why they die so quickly when a zerg hits them. A content designed for a group of 5-10 max hit by over 40? Yeah that does not sound like it was designed for zergs. Its more like a design flaw that allows zerging as a type of exploit.
And i can name several. but whats the point? You’ll dance around the issue rather then address it. So no use wasting time on it. And people complain as fewer and fewer people are entering the maps because of this. Meaning the population of those who would take part in WVW are getting smaller and smaller.
How much fun will it be for the zerg when there is no one to battle? What will you do when the map is all yours and no opposition? No WVW at all then is there? And that is what i’m seeing more of. The allowance of letting one side out number another by such a large scale takes any fun or chance to win away from those not in that zerg.
And that is a game flaw that needs addressed along with all the other issues. But the main one is the zerg fest. And Arena Net will care when there is no one left to play. What good does it do to cater to the zergs when it damages the game? Would you go into WVW if you knew you had no chance of winning at all and you are out numbered 8-10 to 1? Or even 2-3 to 1?
And that is already happening. And more and more players are giving up in frustration. That does not bring competition or fun to the game at all.
Dawdler I suggest this as a way to combat these xergs and over populations. Its hard to get players to leave their server especially when their zerg out numbers all others. But we can put more numbers on the other sides that are out numbered by utilizing the mobs that are already in game to off set it some. And the mobs are meant to be resistance to hold back players until the other side can respond. I seriously doubt they are meant to be pixels that do little to help.
Problem is when a zerg hits a place and hits a mob meant to be done by a group is that there are now over 8 groups there so the mobs die to fast to offer any resistance at all. And they should offer some resistance. Even camps you have the option to hire more guards and raise their level. But they do not scale enough. 2-3 players can take a camp with no problem at all even with vets from a mob group nearby helping to defend it.
So camps can constantly be flipped with little to no resistance. And without supply deliveries the towers and keeps remain paper. And a zerg can have a camp taken within seconds. I seriously doubt that is how it was meant to work.
I know this has been going on for a while now. And i know that so far no solution has been put forth that would fix this solution. But i think they got a great idea in how the Crown Pavilion works. The bosses scale according to the amount of players in a general area.
The main problems with these zergs/blobs is that if you are out numbered you have no chance to defend you towers or keeps as they are down quite quick often before you can even respond and when you do respond you stand little chance if you are out numbered.
So the fix? Have all guards and lords scale in power and hp depending on the number of players attacking the keep as well as the walls and doors scale in HP. I think this would be the best possible solution to the problem. And its self checking.
If a zerg knows it will be tough to take a place because their numbers are to great and will scale the walls doors and mobs and lords to high and take as few as possible they are running into a chance that the opposing side will have more players in there defending and manning siege. So few would try to hold back when hitting a place. And replacing the out numbered part of the buff from not needing to repair armor to you get points added to your score per kill as well would help even things out especially if you add kills done by your defending mobs to the scoring.
Not 100% perfect i know but seems simple enough in theory. And some things would need fleshed out to make it a very viable fix to the problem. But i do think this would be more fair to all sides out numbered or not. And if i were to suggest a fix to it this would be my suggestion. Thoughts opinions?
Heh i wrote them with a ticket as well and they are less then helpful.
Message sent:
I received not a single WvW Tournament Claim Ticket so far. And do not know where or how i’m meant to receive them. So is there a reason that i did not receive any? And where might i go to receive them. Thank you for any help you can offer.
Response:
Thank you for contacting Guild Wars 2 Customer Support to inquire about your World-versus-World tournament rewards.
Now that the June 17th update has been introduced, please speak to the Battle Historian in any WvW map to get an updated tournament chest. That chest will contain the correct rewards and number of tickets for your placement in the tournament. You may sell any tokens received prior to the June 17th update to a vendor or you may destroy them, as you desire. Feel free to open any chests that you already have received and keep those rewards.
To thank you for your patience while we sorted out this issue, all players who completed the meta achievement will receive an additional 100 tickets.
Thank you once again for your understanding.
Regards,
Guild Wars 2 Support Team
My response:
I did not receive any tournament chests although in my achievements window
it clearly shows i participated. And i did not get the meta achieved i do
not think. And when i talk to the historian nothing shows up at all.
Their response:
Thank you for contacting our team about a game issue that you experienced. The Guild Wars 2 Development Team is aware of this issue and team members currently are working on addressing it. Please keep an eye on the official forums for any future updates and announcements regarding Guild Wars 2. You can reach the forums via this link: http://forum.guildwars2.com
Please let us know if you have any other questions or concerns.
Regards,
Guild Wars 2 Support Team
So not sure what is going on or what they are planning to do or are doing. But i never transferred at all at any time……….And i feel for those who have not received rewards from season 1. So i’m still on the server i started on with 0 transfers so its not just a transferring problem i think. But the blanket response i received does leave me more then a little concerned at this point.
tym
And what do you do when 2 blobs are attacking you? You know one from each opposing servers? Your getting trebbed and catapulted as well as huge zergs you can’t possibly defeat especially as they are targeting your acs’s and taking them out all the while making swiss cheese of your keep?
I’ve defended a few towers before from blobs. And it is not easy and really difficult if its only 2 people there. And more difficult if acs’s are not already there.
Kraag Deadsoul
Yeah it be nice to actually be able to do some thing when out numbered.
There are actually 2 problems being fixed by not allowing one side to out number the other unfairly. The first is clear and that is you are totally out numbered and unable to defend or any thing. This is no fun at all. The other is that some server populations are far to high.
My idea of capping the maps funneling others into other maps while on a que serves two purposes. first being if your on a server that always out numbers in WVW and you want to WVW it leave you with two choices. The first being to participate and help on one of the other maps you are funneled into in order to get to the map you want. Or transfer to then not have to worry about it.
I do not see the “i just logged in and want to pvp but i can’t as there is a long que” as an argument. To be honest i could care less about “well i play at such and such time why should i be penalized?”. It is purely no fun at all to be out numbered or to get an advantage to zerg the map just because you happen to out number the enemy. This is no fun at all for either side at all.
And it is a broken mechanic that should have been fixed long ago. I’m also for tower and keep bosses scaling by the number of players in the general area much like how the pavilion works now. This would allow you more of a chance to defend a place that a huge zerg is at as it takes much longer to kill the boss. And would make zerging less fun and profitable forcing the blobs to space out.
And if your side out numbers on all maps? You really want to poor gasoline on a fire to put it out? Of corse block more from all maps till the numbers even out. If you get locked out enough times you’ll want to then transfer to another server. And i suggest a free 1 time transfer to another server when this is implemented. This way you can either pray you can get in to pvp in wvw or transfer and be assured you can get in. Solves 2 problems at once. As right now no one seems to want to transfer not only because of the rewards but also because of the costs. And this would solve both in one fell swoop.
And of course i would like to be rewarded for hard work. Nothing wrong with it. Its how the world is meant to work. You do work you get paid for said work. Right now though anything outside of following a zerg and blobbing along gives almost no rewards at all. And that should be fixed not have the baby thrown out with the wash. Buffing a supply delivery and protecting it from enemies making sure it arrives should be rewarded. Especially since blobs would have no siege if it was not done as they’d have no supplies.
How many blobs or zergs have you been a part of? I’ve seen them take towers with just rams in under 1 minute. And it is a huge flaw when one person trebbing safely from their own keep or tower can take down a wall almost completely uncontested. And keep that wall down indefinitely. There is no defense against it at all. And we are talking 1 person not a group here. But if you think a single person to a single group being able to under mine a whole servers work by themselves is a good thing then i can see why you would say that not having them repair is a good thing. But at the least a keep boss or tower boss should scale to meet the force hitting them. That would curb zergs as it takes much longer to capture when the more you have there the longer it takes and it would allow some form of defense.
And there are other things that need repaied like canons mortars and oil burning spots. I just think of it as a big exploit in distance using trebs to take down a wall easily with no resistence at all from another keep without a single person there to take it right away. You just hear “———- wall down” then the zerg hits it and moves on. But i can see your point that it could be used as a strategy itself.
As for strategies being deployed? I must just be on when the only commanders have adhd or something. They hit a place see a small resistance hit the next place rinse and repeat ad nauseam. Then you get the occasional lets switch maps as our BL keep is under attack then back to the same thing. All the while ignoring chat that our keep is under attack and that the outer wall is down………no strategy there i see at all unless the goal is to help out the opposition.
retsuya
I am sure there are. And they are valid concerns. Being greatly out numbered and standing no chance at all is not fun for either side. Those out numbered are frustrated and those out numbering them could not be having much fun being on easy mode.
Two things i’d suggest are:
1.Make kills for those out numbered count as points for your side. Being out numbered the odds of taking a keep are next to impossible so at least they can earn points for their side and a toughness and vitality boost should be given to allow them to at least get close to the zerg without dying before a shot is even fired.
2.Cap off the maps and have each map reflect its own population for said map. I think one of the bugs with the out numbered is that it registers all population over all maps. Meaning while you may be out numbered in EB you may not be in one of the other maps although this does not seem to register. Hard caps when one side is out numbered forcing those who are out numbering others to sit it out or transfer to another server to help even things out.
This way it can allow for the other side to at least get more players in. I’ve been on EB where there was a long Que i get in to see we are out numbered by almost 3 to 1 from both of the opposing sides. That kind of thing is very unbalanced. Especially if the 2 opposing factions team up on you then you are out numbered 6 to 1 not 3 to 1.
And i don’t know about roaming but i do know i may see 4-5 people afk at the starting way point. But in a fight where we are out numbered 2-3 to 1 the 4 or 5 afkers are not going to make up that much of a difference. Even factoring in roamers i doubt there are that many unless they are standing in a part of a map just dancing all day as you see no activity from any of them.
You say “The reward is the supplies”? That may benefit your side but it does nothing to benefit the player putting in the hard work to help escort those supplies to make sure it gets there and a little faster now does it? Especially when the max you can carry is 10 (15 with full supply and 20 if you have full supply and the buff) and an upgraded supply delivers 70 and unupgraded 35 or so. So it does not benefit the person and is pointless with no direct reward to the players for doing it.
I mean you attack a tower as an example you get beat back and the timer finishes the event is now ended it should then repair said walls and gates. Giving more reason to defend these places. And make them a bit less of a zerg fest which no one i’ve seen in game enjoys. Although i’m sure some enjoy being rewarded for little to no work and as such love to zerg.
And you may think that but what are you going to do if your attacking a tower when your keep is under attack? Let your keep and WP be taken away? Or go defend it? Its a valid strategy i’ve yet to see being used. And if you are going to die any way as its clear your out numbered would it be best dying accomplishing some thing? Or die for no other reason? If you die trying to take their keep at least they were distracted long enough to come back to stop you allowing you a bit more time to set up a better defense and use up a bit of their supplies to repair the damage.
I understand the point of taking out towers to reset them. I don’t understand not defending them at least a short while not only to distract the opposing side but also helps in adding points to your side. Just hit it take it and leave it does little to help your side when the enemy retakes it right away because you choose not to set up a small defense to delay them.
And that is my point ASP. You can work hard and take stone mist but what good does it when they can treb the walls from safety of other towers and keeps keeping the outer wall down and makes it not worth repairing as they will just continue to bombard the wall taking it out any way making the outer wall useless.
It may as well not exist at all. And even if you do beat back the attackers it does no good at all as they will still be trebbing the wall repeatedly. Makes it extremely difficult to defend. If after the timer is up and you still control that keep the walls and gates should be back at 100%.
It causes more diverse strategy to attacking and defending. Right now its lazy. One side in EB can easily keep anz and ogres by just trebbing from the over look. And stone mist can be trebbed from over look as well as wild creek and the other tower close by. This adds no challenge in taking stone mist and locks you down defending it from the center by the lord.
The outer walls are nothing at all to stone mist especially when it costs so much supply to fix the walls only to have them trebbed from keeps/towers a good distance away. So despite your hard work you may win a few of the battles but you will definitely lose the war its only a matter of time.
Having them repair when successfully defending a place not only gives an incentive to defend towers but makes the offensive use more strategy to take it. I would think that be a good thing especially preferred over a zerg fest.
And i can see your point in combat about commanders dictating orders. But these same commanders have scouts at our our places to watch for attacks as well. They could easily be used to inform others of what is going on as they are not in the thick of it and are generally bored any way.
Met one poor sap who made a ram in the middle of a keep talking to it and calling it stumpy. So these guys could use more to do. I’ve seen several times our main keep was wiped as was our WP just because a commander failed to look at chat. I personally do not like TS and such and can understand why others do not use it be it hardware limitations or what not. So more commanders utilizing chat would benefit every one be they using a TS or not.
Handin
1.What i was suggesting would limit those coming into the map not those already on the map. And using a que system is not helping i think it be best that if the map is already out numbered force those wishing to join to be ported to another of the 4 maps until the numbers become more even. So you are on a que but to remain on the que for the map you want you must participate on the map you were just ported to.
2.That is not what i noticed. We could be out manned 2 to 1 ration and no buff at all. I do not know how this buff works but it seems tempormental lol
3.It is still terrible that you get no rewards for repairing the damage upgrading and other tasks that are needed to be performed to benefit your side. Regardless of whether some were doing it to repair walls from a treb attack or not. That is also why i suggested that if we are attacked and the timer finishes without them taking the place all damage should self repair making this a moot issue.
4.Its a hit or miss. You can defend the yak now follow it to its final destination and still get no rewards. And the rewards you do get if it does actually trigger are very small. And there are already many exploits taking place as it is for farming different rewards that escorting a yak is the least of them IMO.
5.I’m not talking about afking and getting rewarded. I’m talking about starting upgrades and staying there defending the keep until the upgrade completes. And if you come in a bit late you get bronze half way to 74% silver and 100% to 75% gold. Thats not really op and if your afk and an attack happens that was not thwarted you are dead with no rewards.
6.We are not talking about players inside said keep defending it just fyi. We are talking a commander decides to go try to defend said place and are already outside of the place being defended. Different scenario altogether.
And good advice about commanders i’ve noticed when some pop up the battle empties while others pick up steam. As a newer player it is frustrating to be steam rolled by over 20 players often before you can get an attack off and that is no fun for either side. So i do hope they get some of this sorted out. Like maybe have lords and champions scale like the bosses in the pavilion to curb zerging a bit? I don’t know but it be nice either way.
Bombsaway
1.So its better to leave a side completely out numbered and no means of defense just because some one decides they want to login and off set the balance even more?
As a few suggestions having the side that is out numbered receive a huge toughness and vitality bump allowing them to contend in a zerg without being killed before the zerg even completely passes you as they run by. Or a static map port where those who are trying to get into lets say EB get instead ported into one of the other 3 maps where their side does not out number the opposition. And have the out numbered trigger sooner say when one side has more then 5 more players then the opposition side on the same map?
3 and 4 i agree be nice to be rewarded for helping out your side by upgrading repairing defending and running supplies. It be nice if we could also move supply our selves from say the main keep and deposit in one of the towers.
7.Ts only works really if all players use it. And that is the problem not all choose to use it for what ever reason they have. And commanders should not just rely on TS and should also utilize the in game chat function as well so all players are informed is my problem with them using TS exclusively.
These are things i just do not understand as a new player at all and can not wrap my head around. I really like WVW and it is a lot of fun. Its just these little things that kind of frustrate new players trying to learn. It seems all about the zerg and trying to out number your enemies and has little to nothing to do with and form of skill or even strategy.
You know that if they just hit a small tower that they are going to hit a supply camp if they did not just before hitting the tower. And then move to the next tower or to your keep. Pretty predictable. So you want to gain any thing from WVW? Here is what i’ve learned be it good or bad.
1.Hope you are not the ones out numbered if so log off try again later.
2.If you out number the others then get in line follow commander and spam 1 when encountering enemy players and at keeps and towers.
3.Doing other things give little reward in WVW so if you are not in the zerg evidently you are doing it wrong or at least that is what is said quite a lot.
4.Do not try to ask questions or to give forth strategies as most players do not care unless you’ve forked out 100 gold for a tag.
5.If you want to be number 1 then hope you started on a high population number 1 server already as numbers matter more in WVW then game play or strategy.
May not be the best advice out there but seems to work. Deviating from this you will be saddened by little WVW xp and rewards. I wish there was a bit more depth to WVW then what there is currently. It is fun and engaging when your not seriously out numbered. I wish you could be more rewarded for other things that matter in WVW. But so far all i’ve seen is 1 spamming and running trying to stay up with the zerg.
Now i’ve seen times when numbers were very close. And those fights were very fun and memorable. But sadly so far they seem very far and few in between. I’m just hoping that what i’ve learned so far in WVW is not all there is to WVW. And hoping some one can explain to me the things i just can not seem to understand about WVW.
I hope this did not come across as a rant thread. That was not my intention at all. So i apologize in advance if that seems to be the case.There are just some things i do not understand and seem frustrating to me as a newer player to GW2.
So i’m some what new to GW2 and to WVW. Only playing for about 2 months now i think that is a bit understandable though. Being a person that did not like PVP of any sort in any other games i was surprised by how much i like the WVW mechanics. But there are many things i did not understand and still don’t and maybe never will.
1.One side being allowed to out number another side requiring zero skill to win. Instead they just steam roll over players and keeps.
Yeah this i just could not wrap my head around. That is not a real competition if the other side is out numbered. Why do they allow this to happen? Why not keep it more close? If red and blue for example already have 40 on each side why then allow more when green has 12-15 just as an example? It seems centered around rewarding zerging over strategy. And many lords just get killed before some can even get a shot off to tag it.
2.The out numbered showing up at times and not at others.
Again some thing i do not understand. Clearly you are out numbered yet this does not show up. You have 15-20 people and here comes a group of 40-60 people clearly we are out numbered right? So why is it that it shows at times and not at others?
3.Building up keeps and defending them as you upgrade them rewards you with nothing.
Ok so you spend your time and money sitting there upgrading and defending it and you get nothing from it. I do not understand why this is. You are helping out and contributing but get no rewards.
4.Helping to speed up supplies being delivered does not always reward you.
Be it using a running buff on them or following them in their routes does not reward you even though you are helping and contributing. Some times yes some times no. And seems to be no consistency in it.
5.The defend your place mini event.
This is seriously flawed. Repairing walls and gates adds nothing to this at all. Then if you do beat back your attackers that means little when now you have to run and pick up supply to repair walls and gates. I do not understand why when the timer runs down that the walls and gates are not repaired after the timer runs out. This would add more strategy in depth to force attackers to be more oganized.
6.Why commanders run their groups right at a zerg they know they can not hope to beat as they are out numbered.
I do not understand this at all. If you really wanted to protect that place why not hit that enemies keep causing them to do a retreat to defend? I am told “If we can not beat them in the field we stand no chance at a keep”. Completely missing the point that it does more for defending the place then storming at them dying and respawning while they take it any way.
7.Lack of chat from commanders as well as lack of them reading chat.
This i see a lot of. They expect and think every one is in their TS and ignore those around not using it. This leaves many in the dark about what is happening. And allows the loss of key places. Really do not understand it. Using TS is a great tool but helps little if not every one chooses to use it.
8.The defense of places taken over.
Again i don’t understand. We take a place we work hard to get it and what do we do? Immediately clean out the supplies and move to the next ignoring it even when it is being taken again.