JQ, FA and AB - get rid of important npcs, please!
Aljasha
i know there are a lot of similar threads on guru and elsewhere, but ... whatever.
as the title says, the pvpve aspect of these game modes are too npc-driven and should be reworked to make the games more about pvp and teamwork. some of my suggestions may be easy to implement, while other may need a lot of work to be done.
FA:
imo, the important npcs (turtles, juggernaut) should be controlled by players like the siege devourer in eye of the north. this would enable new tactics e.g. running amber with the juggernaut or attacking with both turtles one side.
JQ:
please, let players run amber and reduce the mine count to two. this would enhance teamwork and make the arena more about pvp than farming mindless npcs.
AB:
capping shrines can be fun, but you should be able to bring more teamwork to the game. add several(3 is a nice number) choke points to the maps and make it less open or mix known gametypes together. e.g.: one map is a mixture between capture the flag and conquest (shrine capping). there are four/two shrines, which slowly increase your victory point counter and two flagbases. capturing a flag gives you counter a huge boost (100 if you win with 500 points). so you actually have many tactical choices: run flag, defend flag, cap shrines, defend shrines, kill runners ... to win a game.
i would like to see this or something similar in a future content-update of gw1 or at least in gw2.
as the title says, the pvpve aspect of these game modes are too npc-driven and should be reworked to make the games more about pvp and teamwork. some of my suggestions may be easy to implement, while other may need a lot of work to be done.
FA:
imo, the important npcs (turtles, juggernaut) should be controlled by players like the siege devourer in eye of the north. this would enable new tactics e.g. running amber with the juggernaut or attacking with both turtles one side.
JQ:
please, let players run amber and reduce the mine count to two. this would enhance teamwork and make the arena more about pvp than farming mindless npcs.
AB:
capping shrines can be fun, but you should be able to bring more teamwork to the game. add several(3 is a nice number) choke points to the maps and make it less open or mix known gametypes together. e.g.: one map is a mixture between capture the flag and conquest (shrine capping). there are four/two shrines, which slowly increase your victory point counter and two flagbases. capturing a flag gives you counter a huge boost (100 if you win with 500 points). so you actually have many tactical choices: run flag, defend flag, cap shrines, defend shrines, kill runners ... to win a game.
i would like to see this or something similar in a future content-update of gw1 or at least in gw2.
Sarevok Thordin
That's like saying "Remove the Guild Lord"
Both teams have similar setups to deal with, but in the end it's the players that make the difference. A crappy team cannot win by hiding behind NPCs.
Both teams have similar setups to deal with, but in the end it's the players that make the difference. A crappy team cannot win by hiding behind NPCs.
ajc2123
Shayne Hawke
Ehhhhhhh...
Putting important NPCs in the hands of other players whose skill I know nothing about makes me very uneasy. Plus, it seems like you're trying to come up with a rework to AB, which I don't really think needs to happen.
/notsigned
Putting important NPCs in the hands of other players whose skill I know nothing about makes me very uneasy. Plus, it seems like you're trying to come up with a rework to AB, which I don't really think needs to happen.
/notsigned
crazybanshee
I would disagree. Putting choke points in ab would encourage one team build to hold the chokepoint, where I believe the best part of ab is that you can pretty much make any class effective there. And with my luck some noob would be in charge of the npc when I'm in there and it would be worse than the computer, so no thanks lol.
Aljasha
the guild lord is stationary and can already be compared with an object that you can destroy in order to win. needless to say, if you can overwhelm an opposing team the gl is not much of a challenge. however killing him is one of two ways to win a match, so you can always switch tactics. that's exactly what makes gvg repeatable.
in ab not every class is effective. you only need to have a speedboost and some aoe-skills equipped to clear the way.
in fa i'd like to see some sort of catapults you can pick-up and deploy to destroy the gates instead of the turtles, but that would be much more work.
i guess, i played too much warhammer to wish for more pvp-oriented scenarios in gw.
in ab not every class is effective. you only need to have a speedboost and some aoe-skills equipped to clear the way.
in fa i'd like to see some sort of catapults you can pick-up and deploy to destroy the gates instead of the turtles, but that would be much more work.
i guess, i played too much warhammer to wish for more pvp-oriented scenarios in gw.
Painbringer
FA only thing annoying is having to run back and send a turtle it should be auto send all the time when ready.
Lux Aeterna
Bring a sin and suddenly it's all about pvp
Ganking NPC farmers FTW
Ganking NPC farmers FTW
Red Sonya
lol some people come up with some of the most rediculous ideas
Hugh Manatee
some of the competative missions might need a little reworking, but not like this.
refer
There should be a defensive version of FA for Luxons since I like playing defense more than offense.
aapo
Chocobo1
Puebert
Quote:
There should be a defensive version of FA for Luxons since I like playing defense more than offense.
|
Like, if Luxons are deep into Kurz territory, the Kurz get to defend in the castle, but if Kurz are in deep Luxon territory, the Luxons can use the fort.
Konig Des Todes
To change the way of PvP is to change the way of life. To change the way of life would leave confusion, chaos, death. I like chaos and death, but not confusion. I want to feast on the future's Q_Q'ers. I wish to see you all grovel before me like the fanatics do to Thorn.
But my wishes won't come true, so why should yours?
To make one's wishes true, and anothers false, would be against the morals of every religion, of every faith. You want to go against your own belief? The belief of your own deity? BLASPHEMY I SAY! To arm! Death to the non-believers! For the Glory! End the Death! Kill the Death! Aim for justice of your own mind and the mind of your master!
All hail the Glory! The end is near!
*serious mode.... on!*
These three took the words right out of my mouth.... er, fingers.
*joking mode....on!*
Please QQ more so I can feast on your tears.
Oh! I smell food...
But my wishes won't come true, so why should yours?
To make one's wishes true, and anothers false, would be against the morals of every religion, of every faith. You want to go against your own belief? The belief of your own deity? BLASPHEMY I SAY! To arm! Death to the non-believers! For the Glory! End the Death! Kill the Death! Aim for justice of your own mind and the mind of your master!
All hail the Glory! The end is near!
*serious mode.... on!*
Quote:
Ehhhhhhh...
Putting important NPCs in the hands of other players whose skill I know nothing about makes me very uneasy. Plus, it seems like you're trying to come up with a rework to AB, which I don't really think needs to happen. /notsigned |
Quote:
That's like saying "Remove the Guild Lord"
Both teams have similar setups to deal with, but in the end it's the players that make the difference. A crappy team cannot win by hiding behind NPCs. |
Quote:
some of the competative missions might need a little reworking, but not like this.
|
*joking mode....on!*
Please QQ more so I can feast on your tears.
Oh! I smell food...
Mr. G
Like people said above these things are important, it's what seperates the maps from just being last man standing games.
Although I would like to see an AB map that was just one long Valley, a straight line of shrines to cap where you just piles into the other faction constantly and push em back. Then again this sort of throws tactics out of the window.
Although I would like to see an AB map that was just one long Valley, a straight line of shrines to cap where you just piles into the other faction constantly and push em back. Then again this sort of throws tactics out of the window.
Hyper Cutter
That and maybe give the monks at the command posts an actual skillbar. The only skill I've ever seen them use is [protective spirit], even when they're being attacked...
glacialphoenix
Quote:
as the title says, the pvpve aspect of these game modes are too npc-driven |
Quote:
Originally Posted by Shayne Hawke
Putting important NPCs in the hands of other players whose skill I know nothing about makes me very uneasy. Plus, it seems like you're trying to come up with a rework to AB, which I don't really think needs to happen.
|
MithranArkanere
Quote:
That's like saying "Remove the Guild Lord"
Both teams have similar setups to deal with, but in the end it's the players that make the difference. A crappy team cannot win by hiding behind NPCs. |
That would be quite fun. Get the a Form disguise, with his model, his Health, his Energy, his skills, his innate efects effects, his weaponry...
XDDD.
Roupe
It sounds to me,
like the poster want something that exist in the various battlefield pvp games,
the vehicles. Except here in Guild wars would be the "special" npcs. instead of the tank it would be a turtle.
I kinda like that idea.
like the poster want something that exist in the various battlefield pvp games,
the vehicles. Except here in Guild wars would be the "special" npcs. instead of the tank it would be a turtle.
I kinda like that idea.
Aljasha
yes, something like that. i first came up with the idea when i saw the siege devourers in gwen. i didn't think about the "let the ai work for you"-aspect (what glacialphoenix said) and i like the idea. the whole thing ist, that i'd like to have more control over the ressources you have and be able to use a variety of tactics.
in ab you can make use of the elite npcs, but they die as soon as the enemy team captures the respective shrine. so you have such ressources at your dispose for a really short period of time. if you could order them to defend or attack a specific point on the battlefield, you might be able to coordinate your efforts better.
just a thought.
in ab you can make use of the elite npcs, but they die as soon as the enemy team captures the respective shrine. so you have such ressources at your dispose for a really short period of time. if you could order them to defend or attack a specific point on the battlefield, you might be able to coordinate your efforts better.
just a thought.
distilledwill
In JQ it would lead to people taking the turtles to the closest shrine and just constantly ferrying jade from there. It would become a race to carry the most rather than to cap and hold shrines.
/notsigned.
/notsigned.
headlesshobbs
I really think the creatures in FA should be given some form of player influence so you have a little more control over what they can do ingame. As for AB, it's always been about playing round-table with who has the most caps at any given time. I'd like to see the points per cap either reduced greatly remove the strategy involved for outscoring, or completely done away with so focus can be purely based on teams working together for dominance.
Aljasha
if there are only two shrines/mines in the map, they should be placed on the axis of symmetry so both teams can reach either shrine in the same amount of time. jq should be reworked a little so the archer shrines are located in strategic positions. to make things less about nuking things, the important shrines, in this case the mines, should be occupied by the force with the highest presence on the shrine. nuking the npcs from the mines is still a tactical aspect but you have to do more (teamwork) to capture it.
MithranArkanere
Quote:
In JQ it would lead to people taking the turtles to the closest shrine and just constantly ferrying jade from there. It would become a race to carry the most rather than to cap and hold shrines.
/notsigned. |
And the yellow carried can only get jade from the quarry of the same color. If the quarry is taken, then they turn around and go back.