Why do we need to have adaption on the fly? It is because without it the game would be totally rock-sessior-paper. When a team meet a counter build it is screwed no matter what.
I don't say we don't need builds. Yes build is important and it is a strategic part of guildwars. However it should be a little bit more flexible.
One possible way to implement a fair adaption on the fly is by using Death penality (DP).
For any 10% of death penality, a player is allowed to change one skill and some attributes.
Therefore if a team face a counter build and it is losing, the losing team have some chance to change their skills and hope they can turn this around. Since they have to stack DP to use it, it doesn't give them a edge to abuse such mechansm, therefore it is relatively fair.
This is the best of both worlds to balance adaption on the fly without degrading the importance of builds.
FAIR Adaption on the fly
KelvinC
Lasareth
I think the system is good as it is. It promotes using teamwork to the fullest capacity to fill all the caps in your defenses.
Rieselle
Hahah, did you come up with this yourself? Its the EXACT SAME idea as what I posted yesterday.
Great minds think alike and all that :P
http://www.guildwarsguru.com/forum/s...ad.php?t=60163
Great minds think alike and all that :P
http://www.guildwarsguru.com/forum/s...ad.php?t=60163
KelvinC
Quote:
Originally Posted by Rieselle
Hahah, did you come up with this yourself? Its the EXACT SAME idea as what I posted yesterday.
Great minds think alike and all that :P http://www.guildwarsguru.com/forum/s...ad.php?t=60163 |
Rieselle
I have unlimited refunds in towns.
johnnylange
Is it fair adaption or is it cheating? I have to question that. PvPing is about survival of fittest and the element of surprise. Basically you're trying to cover all your bases and guess what the opponent is going to do and counter act that. There's no such thing as telling the enemy in the middle of a shoot out... "Put down your guns for a minute! We need to reload!" (unless they're that dumb)
Rieselle
What are you talking about? The enemy doesnt have to wait... if you cant buy yourself time to swap some stuff over, with a defensive action by half your party, then you're going to get slaughtered whilst you fiddle with icons.
This sort of feature will add more surprise, more adaptation, and more strategy. It will tend to increase match times tho, which might be a bad thing.
Covering all your bases doesnt work in GW. It seems like the most successful builds are fairly specialised. (unless there's an entire world of secret builds that never get posted?) So it becomes rock-paper-scissors and luck - if you meet a team with a build that counters yours, then there's very little you can do to respond.
This sort of feature will add more surprise, more adaptation, and more strategy. It will tend to increase match times tho, which might be a bad thing.
Covering all your bases doesnt work in GW. It seems like the most successful builds are fairly specialised. (unless there's an entire world of secret builds that never get posted?) So it becomes rock-paper-scissors and luck - if you meet a team with a build that counters yours, then there's very little you can do to respond.
Navaros
as i said in the other thread, players should be able to change any skills or attributes on-the-fly in Tombs. there should be no "conditions" whatsoever attached to this. it should be the player's choice to choose to alter his attributes or skills in order to counter the enemy party. the skills are balanced in and of themselves therefore putting this feature in would cause no imbalance in the gameplay whatsoever. what it would do is, it would add strategic depth to the gameplay
zehly
People like me would go around getting myself killed so I could change skills
Goonter
Im not sure how this would go for tombs, but here is a good idea for builds on the fly, that doesnt rework the system Anet already has in place.
This requires smart builds on the fly and quick stradigizing - a better test of skill.
Best out of 7 match.
First round - teams play thier builds.
There is a winner/loser.
2 minute time out and players readjust there builds.
Second round - teams play thier new builds.
etc.
Best out of 7 wins.
If a team is so defensive it will not die and the match last forever, here is a solution.
If you team takes the flag stand, a 1 minute (or something) countdown begins.
If 1 min is up and your flag is still there, you score a point.
Respawn 10 seconds (or whatever) after you die at your base/flagpost/respawn point.
After 10 minutes (or something) the round is over, and the team with most points wins.
A tie resolutes in a sudden death with no respawn where next point wins or if other team completely dies.
This requires smart builds on the fly and quick stradigizing - a better test of skill.
Best out of 7 match.
First round - teams play thier builds.
There is a winner/loser.
2 minute time out and players readjust there builds.
Second round - teams play thier new builds.
etc.
Best out of 7 wins.
If a team is so defensive it will not die and the match last forever, here is a solution.
If you team takes the flag stand, a 1 minute (or something) countdown begins.
If 1 min is up and your flag is still there, you score a point.
Respawn 10 seconds (or whatever) after you die at your base/flagpost/respawn point.
After 10 minutes (or something) the round is over, and the team with most points wins.
A tie resolutes in a sudden death with no respawn where next point wins or if other team completely dies.
Rieselle
Goonter, I think that's a good idea too. Having matches be best-out-of-something (I think 7 is a little excessive tho... maybe if there are no respawns??) would certainly make things less random and rock-paper-scissors.