Jump to content
  • Sign Up

The most fun times on WvW is when there's only UP to 10v10 fights


SeikeNz.3526

Recommended Posts

UP to 10v10 is when this game really shines, your skills worth something and the pvp is good, after that turn into a zerg lag fast, all your skills stop mattering there everyone throw random aoe skills, everyone dies to random skills and they don't even know what hit them, it's like everyone turn into a giant mob with healing powers and passive dmg aura, how they can fix this to turn wvw fun

one of my suggestions is make dynamic events that turn on when requirements are met to conquest/defend different places at same time so people will disperse, turning it in a more strategy game, the attack events will turn on for the world that don't have both places, if the world finish this event they will get more world points;lets take example: red don't own durious neither wildcreekrun but blue has it, so the event will turn on for both places and they need to take both places forcing zergs disperse and turn into different squads, if blue lose one of the places they will be get a penalty, so they have to disperse to defend.

let's zergs be only for castle and keeps, triggers events to atk the walls of castle/keep after they get a near tower

so we can have more fun than be part of the aura mob

Link to comment
Share on other sites

@SeikeNz.3526 said:

@"XenesisII.1540" said:There are people that also enjoy 5v5 15v15 20v20 25v25 30v30 mapq vs mapq vs mapq, what exactly are you trying to fix here?

you just threw there random numbers, after 10 people this turn into a zerg so does not matter if theres 15 20 or 100 people, because there's going to be a aoe fest

You missed the point. GvG's were frequently run from 15 20 and 25's, 5's are run by havoc, they were obviously fun for those players, it's great "you" enjoy the game at 10's, but there are other numbers players enjoy the game. I personally enjoy all areas of fights from solo to blob.

Again I ask, what exactly are you trying to fix here? make it fun for all groups as you do for 10's or change the game so it's just 10's running around because you think it's fun?

Link to comment
Share on other sites

@XenesisII.1540 said:

@XenesisII.1540 said:There are people that also enjoy 5v5 15v15 20v20 25v25 30v30 mapq vs mapq vs mapq, what exactly are you trying to fix here?

you just threw there random numbers, after 10 people this turn into a zerg so does not matter if theres 15 20 or 100 people, because there's going to be a aoe fest

You missed the point. GvG's were frequently run from 15 20 and 25's, 5's are run by havoc, they were obviously fun for those players, it's great "you" enjoy the game at 10's, but there are other numbers players enjoy the game. I personally enjoy all areas of fights from solo to blob.

Again I ask, what exactly are you trying to fix here? make it fun for all groups as you do for 10's or change the game so it's just 10's running around because you think it's fun?

NOTHING, WvW is the most fun game mode and don't need a fix that's why everyone play it ;)

Link to comment
Share on other sites

This is a thing you can only encourage, not enforce.

And you know what, WvW already encourage running smaller, more organized groups. Plenty of objectives per border that no single zoneblob can control all the time. Muliple borders. Multiple angle of attacks on objectives. Guild and squad systems that lead people to form their own groups. Support skills to allow organized groups to outmanouver and beat larger less organized groups, such group stealth or sneaky teleports. Etc and so on.

The problem isnt WvW. The problem is the players.

Because you see, the above require thought. Tactics. Coordination. Strategy. Groups talking to each other, groups helping each other, groups fighting together. Groups thinking of WvW as a whole, PPT and fights being one and the same thing.

Many will have none of that and go the path of least resistance. Stack on com. Push. Because the thing they want is to steamroll and win, and they're dragging everyone else with them.

Link to comment
Share on other sites

@Dawdler.8521 said:This is a thing you can only encourage, not enforce.

And you know what, WvW already encourage running smaller, more organized groups. Plenty of objectives per border that no single zoneblob can control all the time. Muliple borders. Multiple angle of attacks on objectives. Guild and squad systems that lead people to form their own groups. Support skills to allow organized groups to outmanouver and beat larger less organized groups, such group stealth or sneaky teleports. Etc and so on.

The problem isnt WvW. The problem is the players.

Because you see, the above require thought. Tactics. Coordination. Strategy. Groups talking to each other, groups helping each other, groups fighting together. Groups thinking of WvW as a whole, PPT and fights being one and the same thing.

Many will have none of that and go the path of least resistance. Stack on com. Push. Because the thing they want is to steamroll and win, and they're dragging everyone else with them.

+1. So much this!

back in the early days I'd be one of those organising a small group to go raid where the blob wasn't, the idea being to draw the enemy to us and generally be a pain in the %^%%^. the problem is, as soon as you wipe a couple times (and you're going to when the map blob descends upon you), people start drifting off to join the blob as the rewards are better and they think their pixels will be hurt less often.

Nowadays most people don't care about flipping, capturing, etc unless it happens as part of whatever their blob is doing and as long as it gets loot. As soon as fights start getting even or tough, people start dropping, even from the very best comm groups.

Link to comment
Share on other sites

I also like the small scale fights from 5v5 up to 10v10, maybe 15v15 too.

At some point it does become boring where blobs just become immune to a few attackers. Especially with retaliation killing any ele or ranger who dares throw an area effect skill their way, which makes it super boring and makes blobs too strong.

Link to comment
Share on other sites

@"SeikeNz.3526" said:UP to 10v10 is when this game really shines, your skills worth something and the pvp is good, after that turn into a zerg lag fast, all your skills stop mattering there everyone throw random aoe skills, everyone dies to random skills and they don't even know what hit them, it's like everyone turn into a giant mob with healing powers and passive dmg aura, how they can fix this to turn wvw fun

one of my suggestions is make dynamic events that turn on when requirements are met to conquest/defend different places at same time so people will disperse, turning it in a more strategy game, the attack events will turn on for the world that don't have both places, if the world finish this event they will get more world points;lets take example: red don't own durious neither wildcreekrun but blue has it, so the event will turn on for both places and they need to take both places forcing zergs disperse and turn into different squads, if blue lose one of the places they will be get a penalty, so they have to disperse to defend.

let's zergs be only for castle and keeps, triggers events to atk the walls of castle/keep after they get a near tower

so we can have more fun than be part of the aura mob

The devs made something like that for players... Enjoy!

https://wiki.guildwars2.com/wiki/Structured_PvP

Link to comment
Share on other sites

@Baldrick.8967 said:

@Dawdler.8521 said:This is a thing you can only
encourage
, not
enforce
.

And you know what, WvW already encourage running smaller, more organized groups. Plenty of objectives per border that no single zoneblob can control all the time. Muliple borders. Multiple angle of attacks on objectives. Guild and squad systems that lead people to form their own groups. Support skills to allow organized groups to outmanouver and beat larger less organized groups, such group stealth or sneaky teleports. Etc and so on.

The problem isnt WvW. The problem is the
players
.

Because you see, the above require thought. Tactics. Coordination. Strategy. Groups talking to each other, groups helping each other, groups fighting together. Groups thinking of WvW as a whole, PPT and fights being one and the same thing.

Many will have none of that and go the path of least resistance. Stack on com. Push. Because the thing they want is to steamroll and win, and they're dragging everyone else with them.

+1. So much this!

back in the early days I'd be one of those organising a small group to go raid where the blob wasn't, the idea being to draw the enemy to us and generally be a pain in the %^%%^. the problem is, as soon as you wipe a couple times (and you're going to when the map blob descends upon you), people start drifting off to join the blob as the rewards are better and they think their pixels will be hurt less often.

Nowadays most people don't care about flipping, capturing, etc unless it happens as part of whatever their blob is doing and as long as it gets loot. As soon as fights start getting even or tough, people start dropping, even from the very best comm groups.

This is a thing you can only
encourage
, not
enforce
.

And you know what, WvW already encourage running smaller, more organized groups. Plenty of objectives per border that no single zoneblob can control all the time. Muliple borders. Multiple angle of attacks on objectives. Guild and squad systems that lead people to form their own groups. Support skills to allow organized groups to outmanouver and beat larger less organized groups, such group stealth or sneaky teleports. Etc and so on.

The problem isnt WvW. The problem is the
players
.

Because you see, the above require thought. Tactics. Coordination. Strategy. Groups talking to each other, groups helping each other, groups fighting together. Groups thinking of WvW as a whole, PPT and fights being one and the same thing.

Many will have none of that and go the path of least resistance. Stack on com. Push. Because the thing they want is to steamroll and win, and they're dragging everyone else with them.

yeah i know players choose to go to zerg because that will make them faceroll and win, that's why i suggested dynamic event's that will happen at Same Time, so like you said encorage and not enforce people so people can still have their free will, they just need to make events like mordem vinewrate in silverwastes or Defending Tarir at Auric Basin based on pvp fighting where you need to take different places at same time so this will encorage people leave the zerg and go in small groups so they get more points for the world also turn the game into a more strategic view and fun to play

Link to comment
Share on other sites

@SeikeNz.3526 said:

@Dawdler.8521 said:This is a thing you can only
encourage
, not
enforce
.

And you know what, WvW already encourage running smaller, more organized groups. Plenty of objectives per border that no single zoneblob can control all the time. Muliple borders. Multiple angle of attacks on objectives. Guild and squad systems that lead people to form their own groups. Support skills to allow organized groups to outmanouver and beat larger less organized groups, such group stealth or sneaky teleports. Etc and so on.

The problem isnt WvW. The problem is the
players
.

Because you see, the above require thought. Tactics. Coordination. Strategy. Groups talking to each other, groups helping each other, groups fighting together. Groups thinking of WvW as a whole, PPT and fights being one and the same thing.

Many will have none of that and go the path of least resistance. Stack on com. Push. Because the thing they want is to steamroll and win, and they're dragging everyone else with them.

+1. So much this!

back in the early days I'd be one of those organising a small group to go raid where the blob wasn't, the idea being to draw the enemy to us and generally be a pain in the %^%%^. the problem is, as soon as you wipe a couple times (and you're going to when the map blob descends upon you), people start drifting off to join the blob as the rewards are better and they think their pixels will be hurt less often.

Nowadays most people don't care about flipping, capturing, etc unless it happens as part of whatever their blob is doing and as long as it gets loot. As soon as fights start getting even or tough, people start dropping, even from the very best comm groups.

This is a thing you can only
encourage
, not
enforce
.

And you know what, WvW already encourage running smaller, more organized groups. Plenty of objectives per border that no single zoneblob can control all the time. Muliple borders. Multiple angle of attacks on objectives. Guild and squad systems that lead people to form their own groups. Support skills to allow organized groups to outmanouver and beat larger less organized groups, such group stealth or sneaky teleports. Etc and so on.

The problem isnt WvW. The problem is the
players
.

Because you see, the above require thought. Tactics. Coordination. Strategy. Groups talking to each other, groups helping each other, groups fighting together. Groups thinking of WvW as a whole, PPT and fights being one and the same thing.

Many will have none of that and go the path of least resistance. Stack on com. Push. Because the thing they want is to steamroll and win, and they're dragging everyone else with them.

yeah i know players choose to go to zerg because that will make them faceroll and win, that's why i suggested dynamic event's that will happen at Same Time, so like you said encorage and not enforce people so people can still have their free will, they just need to make events like mordem vinewrate in silverwastes or Defending Tarir at Auric Basin based on pvp fighting where you need to take different places at same time so this will encorage people leave the zerg and go in small groups so they get more points for the world also turn the game into a more strategic view and fun to play

You've missed the point. Even if you rewarded more points for doing these things at the same time, most people will still just stay on tag, as most no longer care about 'the world'. You'd have to make the rewards huge in order to get it to work, otherwise people will still follow the path of least resistance which is to zerg it.

Link to comment
Share on other sites

@Baldrick.8967 said:

@Dawdler.8521 said:This is a thing you can only
encourage
, not
enforce
.

And you know what, WvW already encourage running smaller, more organized groups. Plenty of objectives per border that no single zoneblob can control all the time. Muliple borders. Multiple angle of attacks on objectives. Guild and squad systems that lead people to form their own groups. Support skills to allow organized groups to outmanouver and beat larger less organized groups, such group stealth or sneaky teleports. Etc and so on.

The problem isnt WvW. The problem is the
players
.

Because you see, the above require thought. Tactics. Coordination. Strategy. Groups talking to each other, groups helping each other, groups fighting together. Groups thinking of WvW as a whole, PPT and fights being one and the same thing.

Many will have none of that and go the path of least resistance. Stack on com. Push. Because the thing they want is to steamroll and win, and they're dragging everyone else with them.

+1. So much this!

back in the early days I'd be one of those organising a small group to go raid where the blob wasn't, the idea being to draw the enemy to us and generally be a pain in the %^%%^. the problem is, as soon as you wipe a couple times (and you're going to when the map blob descends upon you), people start drifting off to join the blob as the rewards are better and they think their pixels will be hurt less often.

Nowadays most people don't care about flipping, capturing, etc unless it happens as part of whatever their blob is doing and as long as it gets loot. As soon as fights start getting even or tough, people start dropping, even from the very best comm groups.

This is a thing you can only
encourage
, not
enforce
.

And you know what, WvW already encourage running smaller, more organized groups. Plenty of objectives per border that no single zoneblob can control all the time. Muliple borders. Multiple angle of attacks on objectives. Guild and squad systems that lead people to form their own groups. Support skills to allow organized groups to outmanouver and beat larger less organized groups, such group stealth or sneaky teleports. Etc and so on.

The problem isnt WvW. The problem is the
players
.

Because you see, the above require thought. Tactics. Coordination. Strategy. Groups talking to each other, groups helping each other, groups fighting together. Groups thinking of WvW as a whole, PPT and fights being one and the same thing.

Many will have none of that and go the path of least resistance. Stack on com. Push. Because the thing they want is to steamroll and win, and they're dragging everyone else with them.

yeah i know players choose to go to zerg because that will make them faceroll and win, that's why i suggested dynamic event's that will happen at Same Time, so like you said encorage and not enforce people so people can still have their free will, they just need to make events like mordem vinewrate in silverwastes or Defending Tarir at Auric Basin based on pvp fighting where you need to take different places at same time so this will encorage people leave the zerg and go in small groups so they get more points for the world also turn the game into a more strategic view and fun to play

You've missed the point. Even if you rewarded more points for doing these things at the same time, most people will still just stay on tag, as most no longer care about 'the world'. You'd have to make the rewards huge in order to get it to work, otherwise people will still follow the path of least resistance which is to zerg it.

i know i don't want to people stay out of tag but they need to encorage smaller groups so we can have more fun

Link to comment
Share on other sites

10v10? Why not 5v5? Seriously in the early days 20's were the way to go. Most skilled groups at the time? 20's. Then some moved to 15's and others moved to 25's. Not been hearing a ton of, "10v10 are most skilled." Might be the most fun for you, but others prefer larger, and some even prefer smaller.

Link to comment
Share on other sites

@Baldrick.8967 said:

@Dawdler.8521 said:This is a thing you can only
encourage
, not
enforce
.

And you know what, WvW already encourage running smaller, more organized groups. Plenty of objectives per border that no single zoneblob can control all the time. Muliple borders. Multiple angle of attacks on objectives. Guild and squad systems that lead people to form their own groups. Support skills to allow organized groups to outmanouver and beat larger less organized groups, such group stealth or sneaky teleports. Etc and so on.

The problem isnt WvW. The problem is the
players
.

Because you see, the above require thought. Tactics. Coordination. Strategy. Groups talking to each other, groups helping each other, groups fighting together. Groups thinking of WvW as a whole, PPT and fights being one and the same thing.

Many will have none of that and go the path of least resistance. Stack on com. Push. Because the thing they want is to steamroll and win, and they're dragging everyone else with them.

+1. So much this!

That whole post was really great I agree, but@Dawdler.8521 said:The problem isnt WvW. The problem is the
players
.is really the heart of it and is true of the vast majority of wvw's problems, not just this one. The best anet can hope for is to make it harder for players to screw up the game, which unfortunately they're not doing a terribly good job of atm . . .

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...