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Old Aug 20, 2005, 04:36 AM // 04:36   #1
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Default New Game Type: Hall Assault

WARNING: Do NOT shoot this down with your stupid little "it'd be unblanced" or any other crap. If you don't like the idea, well, fine, you don't like it. Don't screw this thread up over that.

Ok, that's out of the way. Basically my idea for this is a PvP gametype where one guild defends their hall against another. Simple? Yes.

A lot of people would have problems with say...the amount of people. Easy fix for this is to seperate both guilds into 'squads' of some sort. Each team will select their own objective for the battle, for example on the assault team, you would have one team attacking the front gate (yes, make the front gate killable), and at that same time, another team would be attacking the defenders who are perched up high. The defenders can elect to be in one large group or seperate groups each with a different objective or role yet again. You might have a group of rangers and eles to handle those warriors beating at your front gate. You might have another group of warriors just behind the gate waiting for the gate to bust open.

Of course, there'll have to be some tweaking with the game to make this work...I'm thinking something like removing enemy tags and triangles on the minimap to give them the extra chance. Also, some of the game physics will have to be reworked so that walls give cover based on your body scale, making it harder to shoot over if you're short, but harder to be hit. Of course, this is where the guild hall style matters. Hunter's Isle will be ideal for rangers with the open space on top of the walls, giving them a clear shot and using the 'gravity' in the game to their advantage. Wizard's Isle is perfect cover for ele's as the can hide behind the big corner pieces and nuke or whatever.

There is a LOT of strategy involved to win, because the team that does the most damage will not always win. An extra element that can be added is to put a flag right at the back of the hall. The attackers must steal this flag and take it back to their own base. Doing this will win the match. To stop camping on the flag, add an invisible area around it so that only one person on each team can be in there at once. Sure, after spirits are fixed this should be implemented, otherwise it would just be hopeless. And as you always like it, you will gain faction and rank/fame for this.

So, what are your thoughts?
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Old Aug 20, 2005, 07:59 AM // 07:59   #2
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i like the general concept, but i dont see why it has to be a guildhall and limited to two guilds fighting.

why not a "neutral" assault enviroment.
a castle with two groups, attackers and defenders, that gather before the "mission". if two guilds want to fight each other only, they can do that too.

several small guilds, or random people could try to organize the storming of the castle of a large guild (random people vs a strong guild will be a massacre most of the time... but thats the way sieges were! )

there could also be a "King" mode.
your group defends the castle against more and more random people attacking...
(i would like to be attacker! )

Last edited by Therlun; Aug 20, 2005 at 08:09 AM // 08:09..
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Old Aug 20, 2005, 08:05 AM // 08:05   #3
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/clap

/agree

I like it, I want it, with the tweaks from therlun it sounds fun
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Old Aug 20, 2005, 08:20 AM // 08:20   #4
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This is an idea that I actually...LOVE!
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Old Aug 20, 2005, 08:29 AM // 08:29   #5
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I think something similar to this was in during E34E way back. (never saw it, cause I joined at the WPE)... It sounds like it would be fun... if they did it right.
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Old Aug 20, 2005, 08:51 AM // 08:51   #6
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/signed
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Old Aug 20, 2005, 01:38 PM // 13:38   #7
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Quote:
Originally Posted by Therlun
i like the general concept, but i dont see why it has to be a guildhall and limited to two guilds fighting.

why not a "neutral" assault enviroment.
a castle with two groups, attackers and defenders, that gather before the "mission". if two guilds want to fight each other only, they can do that too.

several small guilds, or random people could try to organize the storming of the castle of a large guild (random people vs a strong guild will be a massacre most of the time... but thats the way sieges were! )

there could also be a "King" mode.
your group defends the castle against more and more random people attacking...
(i would like to be attacker! )
Good idea, but shouldn't be used with the CTF variant of it. YOu'd need a much larger battlefield to use more than 2 guilds though, so extended guild halls for the sake of battling?

P.S. Well, for once with a suggestion there's no-one to shoot it down.....well, i'm gonna see it soon, i just know it.
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Old Aug 20, 2005, 03:28 PM // 15:28   #8
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Quote:
Originally Posted by Soul Shaker
WARNING: Do NOT shoot this down with your stupid little "it'd be unblanced" or any other crap. If you don't like the idea, well, fine, you don't like it. Don't screw this thread up over that.

Ok, that's out of the way. Basically my idea for this is a PvP gametype where one guild defends their hall against another. Simple? Yes.

A lot of people would have problems with say...the amount of people. Easy fix for this is to seperate both guilds into 'squads' of some sort. Each team will select their own objective for the battle, for example on the assault team, you would have one team attacking the front gate (yes, make the front gate killable), and at that same time, another team would be attacking the defenders who are perched up high. The defenders can elect to be in one large group or seperate groups each with a different objective or role yet again. You might have a group of rangers and eles to handle those warriors beating at your front gate. You might have another group of warriors just behind the gate waiting for the gate to bust open.

Of course, there'll have to be some tweaking with the game to make this work...I'm thinking something like removing enemy tags and triangles on the minimap to give them the extra chance. Also, some of the game physics will have to be reworked so that walls give cover based on your body scale, making it harder to shoot over if you're short, but harder to be hit. Of course, this is where the guild hall style matters. Hunter's Isle will be ideal for rangers with the open space on top of the walls, giving them a clear shot and using the 'gravity' in the game to their advantage. Wizard's Isle is perfect cover for ele's as the can hide behind the big corner pieces and nuke or whatever.

There is a LOT of strategy involved to win, because the team that does the most damage will not always win. An extra element that can be added is to put a flag right at the back of the hall. The attackers must steal this flag and take it back to their own base. Doing this will win the match. To stop camping on the flag, add an invisible area around it so that only one person on each team can be in there at once. Sure, after spirits are fixed this should be implemented, otherwise it would just be hopeless. And as you always like it, you will gain faction and rank/fame for this.

So, what are your thoughts?
I think it sucks. You want to take GW and turn it into some tactical FPS.

Stupid, go back to BF2....


Quote:
Originally Posted by Soul Shaker
Also, some of the game physics will have to be reworked
They can't even get all of the skills in the game to work the way they are supposed to, and you want them to rewrite game physics?!!! lol, good luck with that....
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Old Aug 20, 2005, 03:53 PM // 15:53   #9
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I like it, except it shouldn't be for Guilds, Guilds shouldn't be too important to have fun (even if the game is called Guild Wars, I don't like guilds). But a PvP option of this would be great.
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Old Aug 20, 2005, 09:34 PM // 21:34   #10
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Quote:
Originally Posted by Soul Shaker
WARNING: Do NOT shoot this down with your stupid little "it'd be unblanced" or any other crap. If you don't like the idea, well, fine, you don't like it. Don't screw this thread up over that.
First off it's not smart to ask people not to post NEGATIVE stuff about your ideas... you came here looking for opinions, and you'll get both whether you like it or not. Deal with it.

Quote:
Originally Posted by Soul Shaker
Ok, that's out of the way. Basically my idea for this is a PvP gametype where one guild defends their hall against another. Simple? Yes.

A lot of people would have problems with say...the amount of people. Easy fix for this is to seperate both guilds into 'squads' of some sort. Each team will select their own objective for the battle, for example on the assault team, you would have one team attacking the front gate (yes, make the front gate killable), and at that same time, another team would be attacking the defenders who are perched up high. The defenders can elect to be in one large group or seperate groups each with a different objective or role yet again. You might have a group of rangers and eles to handle those warriors beating at your front gate. You might have another group of warriors just behind the gate waiting for the gate to bust open.

Of course, there'll have to be some tweaking with the game to make this work...I'm thinking something like removing enemy tags and triangles on the minimap to give them the extra chance. Also, some of the game physics will have to be reworked so that walls give cover based on your body scale, making it harder to shoot over if you're short, but harder to be hit. Of course, this is where the guild hall style matters. Hunter's Isle will be ideal for rangers with the open space on top of the walls, giving them a clear shot and using the 'gravity' in the game to their advantage. Wizard's Isle is perfect cover for ele's as the can hide behind the big corner pieces and nuke or whatever.

There is a LOT of strategy involved to win, because the team that does the most damage will not always win. An extra element that can be added is to put a flag right at the back of the hall. The attackers must steal this flag and take it back to their own base. Doing this will win the match. To stop camping on the flag, add an invisible area around it so that only one person on each team can be in there at once. Sure, after spirits are fixed this should be implemented, otherwise it would just be hopeless. And as you always like it, you will gain faction and rank/fame for this.

So, what are your thoughts?
Ok... so if I'm reading all this right, you would like to have more than just 8 people in a guild battle, and make it more like a regular PvP match? And you're also asking to make it more like a "castle siege" scenario, where the hall can be destroyed?

I thought you said it would be simple...

Simple on paper, I doubt it would be as simple to put this into the game.
Aside from that, how would you make it so that one guild wasn't horribly over powered by another that has more people online at the time? If I were to go into this with only 10 members and the other guild had 30, what would really be my odds of winning, no matter how good my team was and inept my opponents were? Quite possibly very low, which is why they proably put in a team limit in the first place...

Nice theory, but I don't think it would work the way you think it would.
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Old Aug 20, 2005, 11:12 PM // 23:12   #11
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Quote:
Originally Posted by emil knight
First off it's not smart to ask people not to post NEGATIVE stuff about your ideas... you came here looking for opinions, and you'll get both whether you like it or not. Deal with it.



Ok... so if I'm reading all this right, you would like to have more than just 8 people in a guild battle, and make it more like a regular PvP match? And you're also asking to make it more like a "castle siege" scenario, where the hall can be destroyed?

I thought you said it would be simple...

Simple on paper, I doubt it would be as simple to put this into the game.
Aside from that, how would you make it so that one guild wasn't horribly over powered by another that has more people online at the time? If I were to go into this with only 10 members and the other guild had 30, what would really be my odds of winning, no matter how good my team was and inept my opponents were? Quite possibly very low, which is why they proably put in a team limit in the first place...

Nice theory, but I don't think it would work the way you think it would.
I do want feedback, but if you can't present a valid argument for that feedback, then there's no reason to post that. The answer to the team size thing is the smallest team is the team limit, unless that team elects to be overpowered. If it were multiple guilds, then the defending guild would have to set a limit. If the guilds/teams don't like that limit, then they don't do it.
(Yes, you do have a valid argument, i'm not goin at anyone...yet)

Quote:
I think it sucks. You want to take GW and turn it into some tactical FPS.

Stupid, go back to BF2....



Quote:
Originally Posted by Soul Shaker
Also, some of the game physics will have to be reworked


They can't even get all of the skills in the game to work the way they are supposed to, and you want them to rewrite game physics?!!! lol, good luck with that....
I ain't gonna buy BF2 until they fix their game so it supports my card, or i get a new one. Anyway, wouldn't GW be more exciting with this? OH, and GW IS about tactics.

Otherwise, the physics are things like a cover bonus and such. So far, it doesn't work too well, way too simple. With a decent coder it could probably be doen in less than half an hour.
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Old Aug 20, 2005, 11:17 PM // 23:17   #12
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Unfortuantly, this game type would be dominated by spirit spamming defensive builds - just like the Dais maps at the Tombs.
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Old Aug 20, 2005, 11:21 PM // 23:21   #13
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I did say somewhere in my post that these things should be fixed before it's implemented. NR as an elite.....no more NR....oooooo, just thought of something, make a skill called "Spirit Punish" or something like that..for each spirit the enemy has down, those spirts take (X...X) damage and the summoner takes (X..X) damage. More likely to be a necro skill than anything.
THe radius could also be increased around the flag in the CTF variant one to destroy any spirits in that range.
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Old Aug 20, 2005, 11:55 PM // 23:55   #14
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Quote:
Originally Posted by Soul Shaker
I do want feedback, but if you can't present a valid argument for that feedback, then there's no reason to post that. The answer to the team size thing is the smallest team is the team limit, unless that team elects to be overpowered. If it were multiple guilds, then the defending guild would have to set a limit. If the guilds/teams don't like that limit, then they don't do it.
(Yes, you do have a valid argument, i'm not goin at anyone...yet)
Ok, your original post didn't say anything about presenting arguements (valid or otherwise), so pardon me if I came off a bit strong. It sounded as if you were saying "If you don't like my idea, don't post here."

Anyway, I'm still curious about my other questions? Were you interested in more of a "castle siege" idea where the guild hall could be broken into? I actually rather like the Guild Thief idea, and it would seem to me that if you make parts of the hall damageable, they would need "hit points" and if the opposing team did do a ton of damage they could break in quickly. This would make the "capture the flag" scenario an easy one to win.

I would like to see a little large guild battle, and the ability to split into groups... those idea are interesting. If you had 12 or 16 people, it would make targeting you own group a bit easier.
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Old Aug 21, 2005, 02:55 AM // 02:55   #15
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Yes, the doors would have to be broken through, so damage would matter there, but while they do that they're easy shots for the ranged defenders. Maybe make them work like ether seals or something.....and i'm not thinkin about the castle siege too much, but that part could still work.
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Old Aug 22, 2005, 07:44 AM // 07:44   #16
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bump (only cos of the sudden influx of posts today)
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