12 v 12 organized pvp, 3*4 v 3*4
samcobra
Have full on 12 versus 12 pvp, organized and ladder-based, not the current method in Alliance Battles, which is basically like a noob version of TA*3. My idea is that these 12 people can all be from the same alliance, and that there could be a new island where you could form your 12 person party along with other people from your alliance. Have the maps be large like alliance battle maps to encourage splits and discourage ridiculous spike. The scoring could be based off alliance battle systems or something involving guild-lord-like npcs. Anyway, have the battles count for an alliance ladder, and have things like shrines and flagstands for morale, etc. There should also be multiple res shrines and different bases, etc.
I would really like to see some larger scale competitive pvp going in this game. I feel that if this were implemented, it would draw a lot of attention, and attract quite a few people from HA and GvG, etc.
I would really like to see some larger scale competitive pvp going in this game. I feel that if this were implemented, it would draw a lot of attention, and attract quite a few people from HA and GvG, etc.
Thomas.knbk
/signed times 12
AB is an incredibly cool gametype, but it sucks because you're stuck with random noobs.
AB is an incredibly cool gametype, but it sucks because you're stuck with random noobs.
Arkantos
Should of been like this since Factions came out.
Patrick Smit
I would like a more organized AB form, but u would really need to create incentive to split. Otherwise it will be just a major spike party, and the ones who spike most and fastest will win.
-Armor shrine
-health shrine
-bombard
-speed shrine
well u can think of a lot, what would be nice but maybe not so feasable is to enter the base of the enemies and cause troubles there, but it must not be easy and requires u maybe to hold certain shrines to make sure its not a massive 12 man gank.
-Armor shrine
-health shrine
-bombard
-speed shrine
well u can think of a lot, what would be nice but maybe not so feasable is to enter the base of the enemies and cause troubles there, but it must not be easy and requires u maybe to hold certain shrines to make sure its not a massive 12 man gank.
icedwhitemocha
/signed times 13
What now Thomas.
Yeah can't make killing count for too much in this gametype, cause it would become a spikefest for sure. Just have Anet cook something up, I'll play just about anything that remotely resembles an organized AB.
What now Thomas.
Yeah can't make killing count for too much in this gametype, cause it would become a spikefest for sure. Just have Anet cook something up, I'll play just about anything that remotely resembles an organized AB.
Jeff Highwind
/signed
After getting a group full of naked saboteurs in the kurzick end I am all for this.
After getting a group full of naked saboteurs in the kurzick end I am all for this.
tenshi_strife
/signed
im ab currently it comes down to me capping all the shrines while everyone else runs around killing each other like decapitated chickens.... some more stratgy and orginization in 12 v 12 mztches would be nice
im ab currently it comes down to me capping all the shrines while everyone else runs around killing each other like decapitated chickens.... some more stratgy and orginization in 12 v 12 mztches would be nice
Lokomotiv
Alliance Vs Alliance FTW
/Signed
/Signed
Evilsod
Sounds more like an enhanced form of HA to me...
I don't like it. AB is fun, you don't need to have a monk on your team to do well, which means no insanely long waiting times to form up. You know damn well that casual players or people with small guilds won't have a prayer with this. Pugs are in general very bad, having to group with more of them without cookie cutter methods can be even worse and would give a massive advantage to guild/alliance teams.
Downside of AB is getting stuck with random idiots or leachers, but so can the other team. Upside is you can get some good allies, you have to work together without been set up on Vent/TS to coordinate every niggly little thing you do...
I don't like it. AB is fun, you don't need to have a monk on your team to do well, which means no insanely long waiting times to form up. You know damn well that casual players or people with small guilds won't have a prayer with this. Pugs are in general very bad, having to group with more of them without cookie cutter methods can be even worse and would give a massive advantage to guild/alliance teams.
Downside of AB is getting stuck with random idiots or leachers, but so can the other team. Upside is you can get some good allies, you have to work together without been set up on Vent/TS to coordinate every niggly little thing you do...
Kool Pajamas
I'd like this if it was only alliance members that could join your group. It would definitely need to have split tactics otherwise, like others said, it would lead to too much spiking.
Arkantos
Evilsod, there could be organized AvA and the random one, just like RA and TA.
Winterclaw
Question, why does it have to be 3 groups of 4? Why can't it be 2 groups of 6? Or one group of 8 and another of 4? Or even a single group of 12?
Arkantos
The main problem with a group of 12 organized players is that everyone will run a spike.
Made In Ascalon
A quick question: would it be a team of 12 joining from the same guild location, or three teams of four entering from the same guild location?
EDIT:Nevermind, reread the first post. A 12 person party definetaly begs spiking and gives an edge over typical AB, in that you can use HP/Aegis/LoD to affect everyone. I think it should be 3 of 4.
EDIT:Nevermind, reread the first post. A 12 person party definetaly begs spiking and gives an edge over typical AB, in that you can use HP/Aegis/LoD to affect everyone. I think it should be 3 of 4.