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Old May 08, 2009, 11:23 AM // 11:23   #1
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Default JQ, FA and AB - get rid of important npcs, please!

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.
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Old May 08, 2009, 11:59 AM // 11:59   #2
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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.
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Old May 08, 2009, 12:36 PM // 12:36   #3
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Quote:
Originally Posted by Sarevok Thordin View Post
A crappy team cannot win by hiding behind NPCs.

All you need is one monk healing the jugga and its GG ^_^

<(Loves to monk npcs)
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Old May 08, 2009, 01:15 PM // 13:15   #4
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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
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Old May 08, 2009, 02:02 PM // 14:02   #5
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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.
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Old May 08, 2009, 03:03 PM // 15:03   #6
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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.
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Old May 08, 2009, 03:10 PM // 15:10   #7
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FA only thing annoying is having to run back and send a turtle it should be auto send all the time when ready.

Last edited by Painbringer; May 08, 2009 at 03:26 PM // 15:26..
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Old May 08, 2009, 03:25 PM // 15:25   #8
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Bring a sin and suddenly it's all about pvp

Ganking NPC farmers FTW
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Old May 08, 2009, 05:47 PM // 17:47   #9
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lol some people come up with some of the most rediculous ideas
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Old May 08, 2009, 08:18 PM // 20:18   #10
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some of the competative missions might need a little reworking, but not like this.
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Old May 08, 2009, 08:43 PM // 20:43   #11
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There should be a defensive version of FA for Luxons since I like playing defense more than offense.
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Old May 08, 2009, 09:20 PM // 21:20   #12
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Quote:
Originally Posted by refer View Post
There should be a defensive version of FA for Luxons since I like playing defense more than offense.
- Go Kurzick side then?
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Old May 08, 2009, 10:18 PM // 22:18   #13
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Quote:
Originally Posted by aapo View Post
- Go Kurzick side then?
/palmface

He probably wants Luxon faction.
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Old May 08, 2009, 11:31 PM // 23:31   #14
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Quote:
Originally Posted by refer View Post
There should be a defensive version of FA for Luxons since I like playing defense more than offense.
I think that the faction line should control who is attacking and who is defending.

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.
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Old May 08, 2009, 11:43 PM // 23:43   #15
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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!*

Quote:
Originally Posted by Shayne Hawke View Post
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:
Originally Posted by Sarevok Thordin View Post
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:
Originally Posted by Hugh Manatee View Post
some of the competative missions might need a little reworking, but not like this.
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...
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Old May 08, 2009, 11:48 PM // 23:48   #16
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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.
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Old May 09, 2009, 10:19 PM // 22:19   #17
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Quote:
Originally Posted by Painbringer View Post
FA only thing annoying is having to run back and send a turtle it should be auto send all the time when ready.
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...
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Old May 10, 2009, 05:09 AM // 05:09   #18
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Quote:
as the title says, the pvpve aspect of these game modes are too npc-driven
As far as AB is concerned - the NPCs don't really do much alone IMO. It's how you, the player, make use of the NPCs that counts. I mean, the Kurzick/Luxon Army Monk is fairly =\ alone, but use it as support and you've got a fairly good backup. Why control the AI? You know how the AI's going to work, so let it work for you instead. I don't think of it as dependence on NPCs, I think of it as using resources at hand. If I'm running from a 'sin chasing after me, an ally is an ally, be it player or NPC.

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.
This.
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Old May 10, 2009, 09:16 AM // 09:16   #19
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Quote:
Originally Posted by Sarevok Thordin View Post
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.
It's more like saying "Make one character take the role of the guild lord".
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.
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Old May 10, 2009, 06:05 PM // 18:05   #20
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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.
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