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Annoying Standoff


Slick.7164

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Lets suppose there was a huge out number problem in a tier. So bad that one just laid around and the other just laid around accepting 1st loser (thats second place folks). You had two evenling matched servers just a bit below that only fair fight was them. But Anet said NO, make the two tier1.5 never match each other and let the dog up top lie down and let first place server continue to do what it it does to lap dog. How about we let current servers go for a few weeks but make it interesting. Change up match ups too two. Force t1 to fight each other. Force 1.5 to fight each other and tier2 serversers to fight one v one?. Make it Crazy? Go old school and go full out original servers. Fair fights except for maybe one server, but maybe make them come out in open field. Would be fun if anet would not give their pet a bone. Give it a try and keep it retro Do no not let ftp accounts in Keep it fair

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how do you suppose it can be fixed?

if in t1. server weak 1 and 2, should simply focus strong server 3. that should liven things.

dont defend anything just take all enemy structures, take yours back. strong server will be forced to def to the point where they only have 1. and let them have it. they can farm there if you try to pull them out.

server a and b make alliance vs c.

talk in disco. then focus multiple teams of 10 to hit all enemy strong servers belongings.

let these 10 commit to 1 thing. until strong server only holds 1 thing. do not blob. use guild siege.

have 2 fb 2 cele rev ventari 4 boon strip scourge and 1 scrapper 1 spell breaker.

that group if led by good coms and disciplined followers can take 15 to 25 (bad players). and keep them.busy. aim is to split the enemy zergling

if server a and b work together that allows 16 teams of 10 against the blob of 80 :3 per map. so either blob splits or it loses everything. if it splits, easier for these group of 16 to take everything owned by team strong server.

once achieved. you can log off and chill. next week will be a good fun fight. when server strong goes up again. repear the process. eventually they will split and fight but, 2 servers > 1.

either they will enjoy t1 to t2. or break and go to different tiers.

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The only way here would be to force through a mechanic server 2 and 3 to attack server 1. Like server 2 cannot take server 3 structures, but can take anything from server 1. Camps/sentries sure, but no structures. Server 3 can only take server 2 camp/sentries/towers, but ANYTHING from server 1.

Do not think that would be a good solution, but it would force the double team.

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@Sovereign.1093 said:how do you suppose it can be fixed?

if in t1. server weak 1 and 2, should simply focus strong server 3. that should liven things.

dont defend anything just take all enemy structures, take yours back. strong server will be forced to def to the point where they only have 1. and let them have it. they can farm there if you try to pull them out.

server a and b make alliance vs c.

talk in disco. then focus multiple teams of 10 to hit all enemy strong servers belongings.

let these 10 commit to 1 thing. until strong server only holds 1 thing. do not blob. use guild siege.

have 2 fb 2 cele rev ventari 4 boon strip scourge and 1 scrapper 1 spell breaker.

that group if led by good coms and disciplined followers can take 15 to 25 (bad players). and keep them.busy. aim is to split the enemy zergling

if server a and b work together that allows 16 teams of 10 against the blob of 80 :3 per map. so either blob splits or it loses everything. if it splits, easier for these group of 16 to take everything owned by team strong server.

once achieved. you can log off and chill. next week will be a good fun fight. when server strong goes up again. repear the process. eventually they will split and fight but, 2 servers > 1.

either they will enjoy t1 to t2. or break and go to different tiers.

In theory this would sound like it works, but there is a small hiccup in the plan; all the other servers except the one at the top of T1 has either had or currently has guilds bandwagoning to them all in 1-2 time zones. This seemed to have caused a significant drop in pug populations in these servers. Then these guilds only raid 1-2x per week, where as the server that should be focused on are still going to run amok because their players seemingly play everyday. End result, the 2-3hr time slot during the 1-2 days a week these guilds decide to log on only provide a challenge during that short window.

The top server is still going to win because their commanders and pug players play for long periods of time. So it's not a numbers problem per say, it's a player play time issue aimed squarely at the guilds who only really log in when they can have 50-70 people on them. Perhaps these commanders and guilds should try logging in more than 1-2 days per week?

I do like Kaisers suggestion though, just impose a double team on the top server, turn the 2 lower servers green to each other so they cannot attack each other. Even better if they can't flip anything of theirs either; they only can attack and capture stuff from the 1 server.

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@DeadlySynz.3471 said:

@Sovereign.1093 said:how do you suppose it can be fixed?

if in t1. server weak 1 and 2, should simply focus strong server 3. that should liven things.

dont defend anything just take all enemy structures, take yours back. strong server will be forced to def to the point where they only have 1. and let them have it. they can farm there if you try to pull them out.

server a and b make alliance vs c.

talk in disco. then focus multiple teams of 10 to hit all enemy strong servers belongings.

let these 10 commit to 1 thing. until strong server only holds 1 thing. do not blob. use guild siege.

have 2 fb 2 cele rev ventari 4 boon strip scourge and 1 scrapper 1 spell breaker.

that group if led by good coms and disciplined followers can take 15 to 25 (bad players). and keep them.busy. aim is to split the enemy zergling

if server a and b work together that allows 16 teams of 10 against the blob of 80 :3 per map. so either blob splits or it loses everything. if it splits, easier for these group of 16 to take everything owned by team strong server.

once achieved. you can log off and chill. next week will be a good fun fight. when server strong goes up again. repear the process. eventually they will split and fight but, 2 servers > 1.

either they will enjoy t1 to t2. or break and go to different tiers.

In theory this would sound like it works, but there is a small hiccup in the plan; all the other servers except the one at the top of T1 has either had or currently has guilds bandwagoning to them all in 1-2 time zones. This seemed to have caused a significant drop in pug populations in these servers. Then these guilds only raid 1-2x per week, where as the server that should be focused on are still going to run amok because their players seemingly play everyday. End result, the 2-3hr time slot during the 1-2 days a week these guilds decide to log on only provide a challenge during that short window.

The top server is still going to win because their commanders and pug players play for long periods of time. So it's not a numbers problem per say, it's a player play time issue aimed squarely at the guilds who only really log in when they can have 50-70 people on them. Perhaps these commanders and guilds should try logging in more than 1-2 days per week?

I do like Kaisers suggestion though, just impose a double team on the top server, turn the 2 lower servers green to each other so they cannot attack each other. Even better if they can't flip anything of theirs either; they only can attack and capture stuff from the 1 server.

but it would be fun. =) if they still could win, it means this is your only option

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@Kaiser.9873 said:The only way here would be to force through a mechanic server 2 and 3 to attack server 1. Like server 2 cannot take server 3 structures, but can take anything from server 1. Camps/sentries sure, but no structures. Server 3 can only take server 2 camp/sentries/towers, but ANYTHING from server 1.

Do not think that would be a good solution, but it would force the double team.Problem with that is that we dont just have one instance active with a predictable amount of players. Servers can be evenly matched on EB, totally dominating on one border and heavily outmanned on another.

You could end up with situations where the game basicly tells you to doubleteamwith 50+50vs5.

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