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jason.2043

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Everything posted by jason.2043

  1. If the event does continue, Detective Aimi can get bugged inside the boat as well
  2. t there is only a couple thousand people that even play the mode and 80% of them are ignorant of basic strategy.
  3. keep it at the top all you like. fact of the matter is spvp is in the same category of content as dungeons. they realize the design is garbage at its core and dont think spending resources would be worth it.
  4. Its not that serious guys. just move the big collections of weapons and armors to one of the collections tab. piece of mind for those of us who want to feel the progress of finishing off achievement tabs.
  5. I dont mind that there is a mastery point associated with it. I just would rather all these super expensive collection achievements go under collections so I can feel like I've completed the story achievement tabs. It would be good for player morale to put all of the achievements targeting whales under the rare collections tab.
  6. Do you think Anet should have someone responsible for stopping achievements from ending up where they dont belong?Any achievement that requires collecting 18 pieces of armor, or 16 different weapons should be in the basic or rare collections tab.There are many achievements that could be moved around to make more sense, but this seems like the absolute lowest hanging fruit. It makes me sad to see collections I'll never complete with the mastery point badge next to them
  7. PS I did not search the forums because im sure there was a post somewhere. Of course i didnt realize the post would be on the front page.
  8. Seriously this should not still be a thing...A long instance, the last mission, only to get launched out of the instance and forced to repeat the whole thing.It reflects very poorly on the dev team that this has not be addressed.
  9. You could make it that simple yes.Two circles to be captured.Each circle gives a bonus to points from kills. If your team is behind In addition to bonus points, capping a circle provides some mechanic to help them get kills. Although I would hesitate to have more than one circle, if they insisted on having this mode in conquest, this could be the way. I would much prefer having only 1 point to fight over, with something to periodically split for to get that catchup mechanic.
  10. I recall courtyard. And definitely it should not be in the conquest pvp mode.
  11. I agree with you in principle Mbelch. Though not that this draft design is a monstrosity. Haha I think though that the combat system, down state, respawning, and movement, make having a point that needs to be controlled almost necessary. But once one team has demonstrated they are superior there has to be a mechanic available to give the losing team a better chance to get back in the match.
  12. It’s not that conquest is difficult. It’s that it’s inherently less fun—because naturally in pvp people would rather fight. The principles are what’s important,a mode where the primary way to win is by killing the other team. A secondary objective or mechanic is available to help the losing team catch up and secure kills. The obelisk is just one idea to accomplish that, and is also simple—it generates small score passively and is used as the catch-up mechanic for the losing team. Even if a player doesn’t understand the catchup mechanic in whatever form it takes, it does not matter, because the team is not harmed in a substantial way by ignoring it. The flags only spawn near each teams spawn unless no one has captured the point. in which case there is a neutral flag. All of that to say, you seem to have gone out of your way to convolute the design in an effort to backhand jab the conquest pvp community as incapable of standing in circles (again, I would submit that running around from circle to circle is not a fun objective, but I have not suggested removing conquest so players such as yourself can continuing enjoying it)
  13. Great feedback Tharan.What are your criticisms of a design similar to this?
  14. TLDR: Getting kills should be the primary objective for this pvp mode. Capturing objectives should help facilitate the primary objective. Originally this thread began with 2 paragraphs of griping on how unmotivating and disappointing conquest spvp is, and it tears my heart out a lover of Guild Wars that we do not have a small scale pvp mode with the primary win condition of killing the other team, in this game after 8 years. I decided to spare those tears and jump right in to what I feel is the sort of spvp mode we can be proud of. Below follows an outline for how to create an engaging spvp mode. It should go without saying that all numbers can be tweaked--the underlying philosophy is the important part. I have given this a lot of thought and encourage the community to provide feedback for any holes in gameplayand most importantly to help get this on the eyes of the dev team. Medium to large size map. Large capture point similar to legacy of the foefire on one side of the map. IE large enough to facilitate movement as well as contesting.Obelisk on the other side of the map, capturable by placing your flag or a neutral flag in it. Map size is important here. It should be very difficult to hold both the capture point and the obelisk. And nearly impossible to prevent the opposing team from capturing the obelisk, as placing the flag should be instant. The obelisk can be captured by placing your teams flag in it.Flags will first spawn in 1 of 2 ways:1) When the point is captured flags will spawn near each teams spawn point.2) If the point is not captured by 1:30, team flags will spawn near each teams spawn point and a neutral flag will spawn at a midway point to the obelisk. Either team may use this flag to capture the obelisk. Capturing the obelisk generates a flat score of 25.Once the obelisk is captured it cannot be captured by the opposing team until the next x:00Controlling the obelisk will have 2 possible effects1) If your team is winning the obelisk will generate 25 score every x:00 and x:302) If your team is losing the obelisk will apply some effect globally to help the losing team secure kills. Possible examples: attacks ignore aegis, some number or some certain boons stripped every 'x' seconds. some number or some certain conditions applied every 'x' seconds. globally apply 'x' stacks of might. etc, you get the picture. the idea is to help the losing team get kills. you can get as creative as you'd like, hell you could even change it up every week or every day as a sort of flux system similar to guild wars 1. Decapping the control point has two possible effects1) If your team is winning, decapping the point generates 25 score.2) If your team is losing, decapping the point will apply some effect to the area of the capture point. again you can get as creative as you'd like. ie losing team buffed in some way or winning team weakend in some way Capturing the control point has two possible effects1) If your team is winning, capping the point will generate a flat score of 50.2) If your team is losing, capturing the point will disable the obelisk if it is held by the winning team for 1 minute and apply a global 1 second knockdown/stun to the winning team.In addition, controlling the capture point generates 5 score per tick. All kills generate 15 score.Games played to 500 Death to our enemies,-Jason
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