In GvG lately, because of the VoD changes (it's removal) alot of games are going to 28 minutes
Because of this, the game is decided by who does the most damage to the opposing GL
Because of this, there is a lot of tension at 28 minutes to see who won, which i find really dull, as it causes unneccessary rage etc.
Because of this, i would like to see a chart on the score chart to show how much dmg has been done to your lord. This would be a big advantage to teams, especially as then you need to know how much damage has been done to yours to counter
Just my thoughts.
~RobRoy
Guild Lord Health on Score Chart
The Rob Roy
Sai Rith
/signed. I can see no harm in this.
lemming
Quote:
Originally Posted by Ensign
It's a problem with any system that keeps score and ends after a particular amount of time. Once a team gains an advantage, it often becomes the correct strategy to use the clock as an offensive tool, slowing down the pace of the game to remove variance and improve the chances of victory at time. However games are most exciting when the score is tight and both are fighting hard to gain an advantage in game, as neither has anything to gain from working the clock.
The clock in a burden in every game I can think of; it may be interesting on a low strategic level, but it's a burden on excitement and fun. Not showing the score until the end does help counteract the clock effect; teams need a much larger lead before they start working the clock, and will keep trying to gain an advantage for longer - I.E., more time is spent in the 'fun' part of the game. When the clock and the score are known, it is always in one team's interest to slow the game down, and the other's to speed it up. Considering that Guild Wars has seriously over-rewarded the 'slow the game down' side for the last couple years, it makes perfect sense to examine as many ways as possible to get away from that. |
The Rob Roy
Yea, but you can hide the score chart
So the argument kinda helps with it, because you can look at it if you want, you don't have to, as it is hidden by the o button (default)
So the argument kinda helps with it, because you can look at it if you want, you don't have to, as it is hidden by the o button (default)
Narcin
Quote:
Originally Posted by The Rob Roy
Yea, but you can hide the score chart
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Massive Impulsa
/signed
Altough can make some problems whit guilds who just did more damage and they just snare and block the entrance the rest of the game:P still signed..
Altough can make some problems whit guilds who just did more damage and they just snare and block the entrance the rest of the game:P still signed..
The Rob Roy
Quote:
Originally Posted by Narcin
Why would ANYONE do that if the feature is available. /Notsigned to many people would time a hard split at the right time to win the game. That time being close to the end so it's difficult to counter. Slowing the game down yet again.
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it would just mean you know how much dmg was done, give you a chance to come back
poasiods
Quote:
Originally Posted by The Rob Roy
Yea, but you can hide the score chart
So the argument kinda helps with it, because you can look at it if you want, you don't have to, as it is hidden by the o button (default) |
If there's a tool available for additional information for team status in GvG, people will utilize it to gain edge in the game.
Imagine going, "Oh yeah, I can open this thing and check how our Guild Lord's damage taken compares to the enemy Guild Lord's damage taken to come up with future strategies... But you know what? I'm just gonna leave it as a mystery because I don't like playing like that..." To gain an edge in GvG battles, every guilds will utilize it, and this tool will change the way majority of GvG are fought (for the worse).
Yes, people rush GL at the end. However, for any even battle, the main objective for a team is to protect their NPCs/GL and inflict damage to enemy NPCs/GL. Due to the fact they'll be clueless to who has a bigger edge and by how much, they'll carry on with mixed defense/offense. If this tool is made available, a team may decide to take a completely defensive approach once they have enough edge on damage infliction to Guild Lords. After that, it'll be 20 some odd minutes of base + flag camping/attempted penetration until the attacking team decides to rush in and try to break even with the defending side's GL damage infliction.
Yawgmoth
There should be a clear indication of which team dealt more dmg to opposing Lord but for the reasons stated above it should not show how much exactly damage was dealt and whether the difference is small or big.