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Old Jan 25, 2012, 11:19 AM // 11:19   #81
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Originally Posted by Swingline View Post
d) Anet does not punish players taking advantage of such a flaw in the system. Most gaming companies that catch you doing this stuff will ban hammer your ass.
This, but the biggest problem is that, even if they can't ban for a reason, nothing was really done to even have less syncers ( you wonder if they do play the game or not...)
I'm pretty sure at least some common sense updates would have done good :

- anyone will agree that there was many restarts in AB between each fight, but let's be honest, if it was 12v12 and not 4v4v4v4v4v4, matchs would have came instantly..
- what's the logic in having a max number of consec in Random arenas and not in Codex arena ??( i think sometimes players would finally appreciate doing as much as they can when they get 1 good team upon 15 hours ; adding strongboxes also in codex even rewarded syncers and abusers more...)
- ( this has nothing to do with hero battles itself) removing a 1 man required format in a dying game made a lot of sense
- why isn't there an even better reward in AB after years ?

I actually could make an exhaustive list, but i think people posted all points along years...
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Old Jan 26, 2012, 05:00 PM // 17:00   #82
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- why isn't there an even better reward in AB after years ?
They greatly increased AB's rewards a while ago. It was very popular after that.

Then it got stuck at the same maps, and Kurz started consistently sucking, and everyone realized that they could get games faster in JQ and FA with the same-ish amount of faction/hour (and much, much faster if you just PvE with heroes), and why would anyone waste time trying to form a decent team to play cap-a-mole when they could play in some other arena and actually partake in combat, and the population in general in PvP has been going down anyway so of course the arena that requires 24 people to be playing coincidentally is going to have issues, and....

Yeah, it's really not just about increasing the rewards.
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Old Jan 27, 2012, 07:20 PM // 19:20   #83
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Make them all join in the same party that share party panel, even if they enter with 3 separate parties (or put the allies under the 'allies' section in the panel) and make it so only a number of shrines can be contested at any given time.

For example, let's say this is Saltpray beach:
___1_____3___
______2______
K_____X_____L
______B______
___A_____C___

K and L are the Kurzick and Luxon resurrection shrines.
1 and A would start controlled by Kurzick.
3 and C would start controlled by Luxon.
And the rest (2, X and B) would start neutral.

For Kurzick to capture 3, they'll need to capture 1 and 2 first, otherwise capturing 3 is locked for them.
In the same way, to capture C, they'll need to capture A and B first.
X would be locked until either B or 2 is captured.

To put it simply, you can only capture a neutral or enemy shrine that is 'adjacent' to either your resurrection shrine or another shrine you've captured.
In this example, K is 'adjacent' to A and 1, A to B, B to C and X, X to 2 and B, C to B and L, 1 to 2, 2 to X and 3, 3 to 2 and L, and L to 3 and C.
Like this: http://img38.imageshack.us/img38/506...spraybeach.jpg

Because of this, in this map no more than 3 shrines can be contested at any given time, and sometimes there's only 2.
The 'adjacent map' would change in each map, of course. The deeper maps could have 'adjacent' maps that give the 'home team' an advantage by making it so there's always at least 3 to capture. Since the shrines are closer to them in those maps, they can get to those shrines faster.


Battles would start at the neutral shrines to control them, and then in each of the three contested shrines.
A single sneaky guy can get an unprotected shrine if the enemy teams are bad enough, but running around capturing without battle won't do, because there's less targets to capture, so people will clash more often.

Keep the rule of instant win if you capture them all for a time, and there you are, running around no longer works, and people start to actually fight it out.

Last edited by MithranArkanere; Jan 27, 2012 at 07:28 PM // 19:28..
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Old Jan 27, 2012, 08:23 PM // 20:23   #84
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Keep the rule of instant win if you capture them all for a time, and there you are, running around no longer works, and people start to actually fight it out.
Without commenting on your suggestion, why exactly do you want to limit players options by refusing them to run around? And how will this make players flock to ab again?
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Old Jan 27, 2012, 09:28 PM // 21:28   #85
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They could run around. But to less places, because instead 7 possible shrines available for capture, there would be just 2..4, depending on the map and the moment of the battle.
More than "running around no longer works" is"Running around without ever fighting" no longer works.

It's PvP, you are supposed to battle other players, not avoid them.

Balthazar despises cowards.
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Old Jan 27, 2012, 09:31 PM // 21:31   #86
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idea
the average ab-er will have no idea what to do and quit. the mere fact that shrines exist confuses them enough already, let alone adding requirements to cap them.
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Old Jan 27, 2012, 09:37 PM // 21:37   #87
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Originally Posted by JONO51 View Post
the average ab-er will have no idea what to do and quit. the mere fact that shrines exist confuses them enough already, let alone adding requirements to cap them.
Bring back the Blue Hints from the training areas for that.
Those that do not read them... well...
Reading leads to success.
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