jemdarr.2158 Posted May 16, 2021 Share Posted May 16, 2021 Title says it all. For you nu guys out there, here is the thing: https://wiki.guildwars2.com/wiki/Orb_of_Power Nobody needs alliances, bring us the Orb back, open WvW for a new meta of orb hunting squads, orb protection squads, zergs and roamers. Please. 3 1 Link to comment Share on other sites More sharing options...
noot.8641 Posted May 16, 2021 Share Posted May 16, 2021 That would make wvw more interesting, would love to see a return of the orbs at one point. i know flyhackers could take the orb before, hence why they removed them, but they could lock the orb in a room with a gate so the hackers couldn’t get to it. Link to comment Share on other sites More sharing options...
Dawdler.8521 Posted May 16, 2021 Share Posted May 16, 2021 Anet removed them due to exploits, promised to bring them back when fixed, then promptly never ever spoke of it and long after finally and quietly remodelled north camp to remove any trace of the orb stairs. What on earth makes you Anet would ever bring them back? We got the shrines that many Quaggans died to give us instead. 1 Link to comment Share on other sites More sharing options...
Metzie.3012 Posted May 16, 2021 Share Posted May 16, 2021 55 minutes ago, jemdarr.2158 said: Bring us THE ORB back I guess you believe that the reason why ANet removed the orb system or event will not happen again in 2021+? ANet currently (still) cannot prevent cheating or prove it through its own system (at least not without analysing data itself). They seem to be working on it (implementing and improving security). According to this post, see: Maybe then there is the possibility to reintegrate or activate something like that (again). Anyway, this would certainly be fun and more variety (I know something similar from another game). Link to comment Share on other sites More sharing options...
Metzie.3012 Posted May 16, 2021 Share Posted May 16, 2021 9 minutes ago, Dawdler.8521 said: ... , then promptly never ever spoke of it and long after finally and quietly remodelled north camp to remove any trace of the orb stairs. This reminds me a little of the alliance system. Greatly announced and explained ... then nothing more was heard of it until today. But at least in that respect they can't remove anything that isn't existing. 🤣 1 Link to comment Share on other sites More sharing options...
kamikharzeeh.8016 Posted May 16, 2021 Share Posted May 16, 2021 i understand the hacking issues with it. outside of that, the orbs does surely sound fun. and the ruins need to get removed either way, the bonus of borderlands bloodlust is pointless and at best harmful. the red border shrines are fine. they don't make a lot of difference, but they at least don't additionally feed the bigger pop server. Link to comment Share on other sites More sharing options...
Svarty.8019 Posted May 16, 2021 Share Posted May 16, 2021 18 hours ago, jemdarr.2158 said: Title says it all. For you nu guys out there, here is the thing: https://wiki.guildwars2.com/wiki/Orb_of_Power Nobody needs alliances, bring us the Orb back, open WvW for a new meta of orb hunting squads, orb protection squads, zergs and roamers. Please. Does this involve effort? Link to comment Share on other sites More sharing options...
XenesisII.1540 Posted May 16, 2021 Share Posted May 16, 2021 (edited) New meta of fly hackers, just what wvw needs! Maybe anet should just sell real flying mounts for wvw next expansion to excuse fly hacking. Give them an AA rocket ability like the warclaw spear that one shots(or net shot) anyone not on a flying mount or glider in the air. Have a buff like food and oils slot that detects if you're in the air or mounted air or glider or ground. Don't forget to add a new tactivator to replace watchtower/presence of the keep, with a shield dome over the objective that blocks flyers. Let the community police the hackers on their own from this. Edited May 16, 2021 by XenesisII.1540 Link to comment Share on other sites More sharing options...
CrimsonRise.7650 Posted May 17, 2021 Share Posted May 17, 2021 I didn't get to play wvw in 2012 before they removed the orb, but in alot of online pc games there is a ton of hackers, some you even see in PvP or wvw. So, I doubt it's worth the effort bringing them back. Link to comment Share on other sites More sharing options...
LetoII.3782 Posted May 17, 2021 Share Posted May 17, 2021 (edited) 1 hour ago, XenesisII.1540 said: New meta of fly hackers, just what wvw needs! Maybe anet should just sell real flying mounts for wvw next expansion to excuse fly hacking. We're at the point where people click-teleport themselves live on twitch unpunished. Maybe Anet should lean into it and rent us a premium tier of mobility for a monthly fee. Quote Maybe they already have... O.o Edited May 17, 2021 by LetoII.3782 Link to comment Share on other sites More sharing options...
Calderis.4780 Posted May 17, 2021 Share Posted May 17, 2021 And again bring blobby servers another tool to pve farm those servers they outnumber? Welcome to 2021 babe. Blobservers actually tank on purpose to drop in tiers so they can steamroll weaker opponents. And then you come along and want to give them another tool to grind bags like true PvE'ers? It's not already like on many MU's the 2 stronger server team up to doubleteam the weaker ones. Ohw well, maybe not even a bad idea. Since skillless Bob's like you need that. Heck let's even add that skyhammer superweapon thingy to eradicate a whole zerg in one go, since only the blobby server will be able to keep it for longer. 1 Link to comment Share on other sites More sharing options...
jemdarr.2158 Posted May 18, 2021 Author Share Posted May 18, 2021 What kind of problem do you have, my son? Someone stole your lunch money? 1 Link to comment Share on other sites More sharing options...
vilkanor.3072 Posted May 18, 2021 Share Posted May 18, 2021 'members when Quaggan were a thing? 1 Link to comment Share on other sites More sharing options...
kamikharzeeh.8016 Posted May 18, 2021 Share Posted May 18, 2021 (edited) 16 hours ago, Calderis.4780 said: And again bring blobby servers another tool to pve farm those servers they outnumber? Welcome to 2021 babe. Blobservers actually tank on purpose to drop in tiers so they can steamroll weaker opponents. And then you come along and want to give them another tool to grind bags like true PvE'ers? It's not already like on many MU's the 2 stronger server team up to doubleteam the weaker ones. Ohw well, maybe not even a bad idea. Since skillless Bob's like you need that. Heck let's even add that skyhammer superweapon thingy to eradicate a whole zerg in one go, since only the blobby server will be able to keep it for longer. man, seriously? another one who doesn't understand tiers. its about numbers ergo coverage in played hours all over the day. on prime time, there are usually not a lot of differences in player numbers. primetime for EU is roughly 6pm till 11pm. then the night active servers keep on ppt and karmatraining for like six-eight more hours, then the morning crews of some servers come on the table (and specific timezones as well i guess) then some, like the german ones, have a bigger during-day and early morning population. THIS is what really makes servers full and may lead to a weaker primetime. usually the very ppt servers are everything else but not stacked. if they get good kdR, its just bc they run zergs or blob in the off hours, where other servers' active players sometimes are just not capable of dealing with. the mechanics of the game itself, due to the damagenerfs from feb2020 especially, made it hardly possible to effectively defend against overnumbers. warclaw stomp removal made this even worse. the server population is a also a broken game mechanic, everyone SHOULD by now be aware of this. and no, guilds don't take up a lot of spots. the better guilds have most players focusing on the guildraids, which is usually two days per week 2-3 hours, longer if content. then they also follow their tag on reset. but that's about it. compared to average pugs or other randoms who sometimes play for 4-8 hours a day, they do not have a similarily big impact on the server fullness. yet u can be sure they have a far bigger share on the kills happening on a server. edit: btw the orb would be so far from a broken weapon now. the issue is rather that people would hack it away likely, from what i've read sofar. you know that the skyhammer did exist in Wvw on red borderland? or at least something similar to it. was ages ago tho Edited May 18, 2021 by kamikharzeeh.8016 added post Link to comment Share on other sites More sharing options...
hobotnicax.7918 Posted May 18, 2021 Share Posted May 18, 2021 Just make it so the ORB grants 10% wxp and events of hacking won't really cause any harm. But it would promote fighting more, so I'm for it. I remember ORB fights with fond memories. Link to comment Share on other sites More sharing options...
Calderis.4780 Posted May 18, 2021 Share Posted May 18, 2021 Eh ya sure. Wxp i totally need that. I only sit on thousands of useless WvW mastery points since i'm maxed out through the bank. How about first adding any signifact use for WxP instead of just relying on it to show off a big e-kitten. Uhh look there i'm rank so or so. I got no life, but a biiiiiiig e-kitten! sugg it! Link to comment Share on other sites More sharing options...
NINON.4375 Posted May 18, 2021 Share Posted May 18, 2021 Do it Anet, I hear people in my guild talk about it all the time and it sounds like a lot of fun. Link to comment Share on other sites More sharing options...
LionZero.3479 Posted May 18, 2021 Share Posted May 18, 2021 Maybe if Anet decided to design their game fully server sided rather then client sided position forwarding to serve then they wouldn't have had to cut options cause people could abuse em and we actually wouldn't be stuck with desync pvp instead. Link to comment Share on other sites More sharing options...
Blockhead Magee.3092 Posted May 20, 2021 Share Posted May 20, 2021 It would be nice if they brought it back - or did just about anything for WvW. Though, I'd prefer they didn't add something to promote even more blob play. Link to comment Share on other sites More sharing options...
Phantom.8130 Posted June 6, 2021 Share Posted June 6, 2021 (edited) The issue back in the day was never really the orbs themselves. Sure, every now and then, someone would flyhack in and grab them, but then that person would get reported by everyone on the map. Hackers weren't the real problem with the orbs. The real problem was that the bigger server would get all three on reset night, and the stat boost would make the entire rest of the week completely pointless. If you were already outnumbered, having to deal with the bigger group having +150 to all their stats only made the situation worse. Now, when people wanted the orbs back, what we wanted was the orb objective, but not the stat bonuses. What we got was the stat bonuses and a knockoff version of sPvP instead of the orb objective, with bloodlust. Which also removed the quaggans, which actually served a pretty handy purpose, if used properly. As for the how orb objective should actually be implemented, we have to look at the actual gameplay itself. Let's be honest, the coolest part about the orbs were actually carrying them and making the mad dash to the altar, with your zerg defending you while the enemy zerg attacks. Like football. That in itself is a great mechanic. Sure, you could have an NPC be the carrier, but... that wouldn't be as fun. So there needs to be a way to ensure that the person carrying the orb is on the ground, rather than even opening up the possibility of them being able to fly in the air. Now, let's take a look at the football dynamic. What's the goal? Take the ball, run it to the goal line. Well, where's the goal line in WvW? Sure, the keeps were a good choice, since they could be defended, but if we distill the orbs down to just the "carry the package from point A to point B" then that opens up a lot of possibilities. They can have the orb spawn in the south camp on the borderlands, and need to be run all the way up to either the north camp or the garrison to "score". Now, it doesn't need to be a constant buff. Now it can be a point bonus, or a short term buff (just for the 5 minute tick counter, for example), or you could even use the stat buffs (but I don't recommend it). Though, the best options will incentivize attacking and defending the objectives, as well as the combat that ensues from it. Say, +10% PPT per orb for a tick, or a supply drop in an area of the scorer's choosing (good for offense or defense), or even bonus damage to or with siege. There's a lot of options that haven't been explored, and each would add a lot to the overall gameplay. EDIT: Forgot to add the anti-flyhacking dynamic. Once the starting point and the goals have been determined, you set up several checkpoints to mark the path that needs to be taken, to make sure that the person is on the ground, rather than flying over it. If the checkpoints are reached too fast, as in faster than would be possible with the best speed buffs, then have a mechanic to immediately report the account for hacking and boot the player out of WvW, returning the orb to where it started. Edited June 6, 2021 by Phantom.8130 1 Link to comment Share on other sites More sharing options...
XenesisII.1540 Posted June 6, 2021 Share Posted June 6, 2021 12 minutes ago, Phantom.8130 said: The issue back in the day was never really the orbs themselves. Sure, every now and then, someone would flyhack in and grab them, but then that person would get reported by everyone on the map. Hackers weren't the real problem with the orbs. The real problem was that the bigger server would get all three on reset night, and the stat boost would make the entire rest of the week completely pointless. If you were already outnumbered, having to deal with the bigger group having +150 to all their stats only made the situation worse. Now, when people wanted the orbs back, what we wanted was the orb objective, but not the stat bonuses. What we got was the stat bonuses and a knockoff version of sPvP instead of the orb objective, with bloodlust. Which also removed the quaggans, which actually served a pretty handy purpose, if used properly. As for the how orb objective should actually be implemented, we have to look at the actual gameplay itself. Let's be honest, the coolest part about the orbs were actually carrying them and making the mad dash to the altar, with your zerg defending you while the enemy zerg attacks. Like football. That in itself is a great mechanic. Sure, you could have an NPC be the carrier, but... that wouldn't be as fun. So there needs to be a way to ensure that the person carrying the orb is on the ground, rather than even opening up the possibility of them being able to fly in the air. Now, let's take a look at the football dynamic. What's the goal? Take the ball, run it to the goal line. Well, where's the goal line in WvW? Sure, the keeps were a good choice, since they could be defended, but if we distill the orbs down to just the "carry the package from point A to point B" then that opens up a lot of possibilities. They can have the orb spawn in the south camp on the borderlands, and need to be run all the way up to either the north camp or the garrison to "score". Now, it doesn't need to be a constant buff. Now it can be a point bonus, or a short term buff (just for the 5 minute tick counter, for example), or you could even use the stat buffs (but I don't recommend it). Though, the best options will incentivize attacking and defending the objectives, as well as the combat that ensues from it. Say, +10% PPT per orb for a tick, or a supply drop in an area of the scorer's choosing (good for offense or defense), or even bonus damage to or with siege. There's a lot of options that haven't been explored, and each would add a lot to the overall gameplay. EDIT: Forgot to add the anti-flyhacking dynamic. Once the starting point and the goals have been determined, you set up several checkpoints to mark the path that needs to be taken, to make sure that the person is on the ground, rather than flying over it. If the checkpoints are reached too fast, as in faster than would be possible with the best speed buffs, then have a mechanic to immediately report the account for hacking and boot the player out of WvW, returning the orb to where it started. Your anti fly hacking does nothing btw, if it's on a minimum timer the hacker will just wait until the appropriate time to run through the checkpoint. I mentioned this somewhere else, the only way to get around the fly hacking would be running it like a timed escort dolyak event, since it's on a npc and not the player it's not prone to hacking. They could run it having multiple dolyaks running at the same time which would require multiple small teams to help escort/attack it. For example they could have 4 doylaks come out of north camp running down the usual lanes to all 3 keeps, 2 to garrison to the south entrances. Of course this isn't as exciting as the actual player running the orb, which could be prone to trolls taking control and messing around with it too, but as long as you put stuff like this in the players hand, hacking will be involved. Link to comment Share on other sites More sharing options...
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