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} .t-footer .t-footer-curseNetwork .t-footer-browse>li.t-footer-wikiLinks>a { top:60px; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul { display:none; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul:before,.t-footer .t-footer-curseNetwork .t-footer-browse>li>ul:after { content:""; display:table; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul:after { clear:both; } .ie8 .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul { zoom:1; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul>li { float:left; width:143px; margin:0 20px 2px 0; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul>li a { display:block; background:#2c2c2c; padding:0 3px; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul>li a:hover { background:#383838; color:#ff5f14; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul.j-list-selected { display:block; } .t-footer .t-footer-curseLinks { background:#191919; clear:both; } .t-footer .t-footer-curseLinks>ul { width:1000px; margin:0 auto; text-align:center; padding:30px 0; } .t-footer .t-footer-curseLinks>ul:before,.t-footer .t-footer-curseLinks>ul:after { content:""; display:table; } .t-footer .t-footer-curseLinks>ul:after { clear:both; } .ie8 .t-footer .t-footer-curseLinks>ul { zoom:1; } .t-footer .t-footer-curseLinks>ul>li { display:0; -moz-box-orient:vertical; display:inline-block; vertical-align:middle; margin:0 8px; font-size:11px; text-transform:uppercase; } .t-footer .t-footer-curseLinks>ul>li a { color:#666; } .t-footer .t-footer-curseLinks>ul>li a:hover { color:#ff5f14; } .t-footer .t-footer-createdBy { background:#101010; clear:both; text-align:center; color:#4d4d4d; padding:20px 0 40px; text-transform:uppercase; } .t-footer .t-footer-createdBy>* { display:0; -moz-box-orient:vertical; display:inline-block; vertical-align:middle; } .t-footer .t-footer-createdBy .curse-logo { background-image:url(../Img/icon-curse-logo-footer.png); width:35px; height:50px; margin:0 1em; } .t-footer .t-footer-createdBy .happy-pants { display:block; clear:both; margin-bottom:0; padding:20px 0 0; } .t-footer .return-to-top { background:url(../Img/icon-back_to_top.png) no-repeat right center; padding-right:24px; position:absolute; top:-30px; width:1000px; margin:0 auto; text-align:right; display:block; font-size:11px; font-weight:bold; height:30px; line-height:30px; } .t-footer .return-to-top a:hover { color:#ff5f14; } /* --------------------------------------------------------------------------- Footer ad hack, remove after code push -JB (4/18/13) - Specificity issues due to old code --------------------------------------------------------------------------- */ /* Temp Wrapper */ .show-ads { position: relative; } /* Header */ .show-ads .t-footer .t-footer-curseNetwork { border-top: none; } .show-ads .t-footer-curseNetwork > header:first-child { border-top: 1px solid #333; width: 50%; } .show-ads .t-footer-curseNetwork > header:first-child .t-footer-jumpLink { margin-right: 10px; position: relative; } .show-ads .t-footer-curseNetwork > header:first-child .t-footer-jumpLink:after { background: #151515; content: ""; height: 100%; position: absolute; left: 100%; width: 10px; } /* Featured Items */ .show-ads .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem { float: none; margin-left: 0; overflow: hidden; width: 50%; } .show-ads .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem h4 { float: left; position: relative; z-index: 2; } .show-ads .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem dl { border-radius: 0 8px 8px 0; height: 91px; overflow: hidden; padding-left: 28px; position: relative; top: 11px; left: -10px; width: auto; } /* Remove 3rd & 4th featured sites */ .show-ads .t-footer .t-footer-featureItem:nth-child(3), .show-ads .t-footer .t-footer-featureItem:nth-child(4) { position: absolute; left: -99999px; } /* Med Rect */ .show-ads .footer-ad-medRect { margin-right: -490px; position: absolute; top: 45px; right: 50%; } My views on shrine capping - Page 4 - Guild Wars Forums - GW Guru
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Old Mar 30, 2008, 02:14 PM // 14:14   #61
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Quote:
Originally Posted by Splitisoda
You win the thread. You pretty much summaraize everything, and show that its balanced but yet the capping thing is overused. About 1/2 the times i go to an area for AB I see someone spamming "YOU NOOBS CAP FFS!!!"
Hey I think I've spammed that a few times lol. Truth is many of the newer players come into AB as a 12man gankfest with their PVE titles. They need to learn to cap to bring it back to a more stable balance to actually win.
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Old Apr 01, 2008, 02:47 PM // 14:47   #62
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Originally Posted by Isil`Zha
people kill just to kill, with no other objective. When you should be killing to reach your objective - capturing shrines.
All of your posts have been very insightful. I am singling this section of your post out because I think it emphasizes what I have been trying to say this entire time. This is exactly true to how the game is being played right now. I don't think anyone is here to argue this point. The difference between this style of play and the one I am suggesting is that the objectives are reversed in order, but the outcome is still the same. You said, "you should be killing to reach your objective - capturing shrines." My improvement to this philosophy is the change the mentality of Alliance Battles to, "you should be capping shrines to reach your objective - killing." Although play style and mobility will stay consistent, the tactical advantages and disadvantages of desiding when to cap, and when to kill, will be brought to the forefront.
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Old Apr 01, 2008, 08:44 PM // 20:44   #63
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Originally Posted by Brian the Gladiator
"AB is a success bah blah blah... I like AB and I know a lot of other people do... blah blah blah." The fact of the matter is, It took me 10 minutes of countdown timer reset in AB last night because of how unpopular AB is.
Hate to break it to ya but when the timer resets it mostly because of the ab pvp queue is FULL. And you are stuck in line waiting for a game or two to end so you can go into it. Last night I was in kurzick land and there was 3 districts of people there and with my other account it was packed on the luxon side too. Yeah AB is very unpopular and dying *note sarcasm*.

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Old Apr 02, 2008, 06:27 PM // 18:27   #64
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Quote:
Originally Posted by Unreal Havoc
I think it should stay pretty much the same as it is now. The only change I would make is that it actually becomes ALLIANCE battles. (IE: [CAT] vs [any] 12v12 etc. This would actually make owning a town more of an achievement if other methods were nerfed in some way to make this the only viable way to successfully earn faction for your alliance.
Do you mean letting one alliance form 3 teams and enter one AB? That's not a good idea.

Making AB non-random would open the possibility of competitive, prepared teams entering and roflstomping everyone who currently resides there. Keep random arenas random and premade arenas premade IMO. WoW has mixed PvP (team vs random) and the only reason it does not crash and burn is because 80-90% of the teams playing are randoms, so you don't get stomped by a premade that often. But when you do, it's just not fun.
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Old Apr 02, 2008, 06:33 PM // 18:33   #65
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Originally Posted by Shuuda
I don't get it, "battles" and "fighting" are not just about killing people, and there is killing in AB, but capping as well, your basicly battling for shrines.
What I meant was that Alliance Battles should be more toward capping than fighting and therefore it really is more of a race than a massive battle orgy that it often becomes.
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Old Apr 10, 2008, 12:03 PM // 12:03   #66
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I bet nub vs nub w/out tactics would be funny, but no. Just no.
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Old Apr 10, 2008, 12:38 PM // 12:38   #67
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/Signed for bringing back old-style 3x4 random teams.

/Signed for dropping or nerfing the #ยค%#"& shrines. Win-by-shrine is simply a bad idea. If there are people who actually enjoy this amazingly boring form of play and want to keep it, add a new battle mode where the actual fighting, not jogging & capping, is key to winning. I bet I know which mode will be more popular.
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Old Apr 10, 2008, 06:05 PM // 18:05   #68
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Quote:
Originally Posted by Numa Pompilius
/Signed for bringing back old-style 3x4 random teams.

/Signed for dropping or nerfing the #ยค%#"& shrines. Win-by-shrine is simply a bad idea. If there are people who actually enjoy this amazingly boring form of play and want to keep it, add a new battle mode where the actual fighting, not jogging & capping, is key to winning. I bet I know which mode will be more popular.
It's called RA. Fight to your heart's content there, leave the shrine capping to abers.
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Old Apr 11, 2008, 02:24 AM // 02:24   #69
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There is that tiny detail of having to fight for the shrines. And I'm not referring to the NPC that guard them.

I don't see what's so boring about strategically picking your next move and choosing the right fight(s) to win.

Anyone can just target the closest enemy group and just fight them forever.
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Old Apr 11, 2008, 02:42 AM // 02:42   #70
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Quote:
Originally Posted by MasterSasori
It's called RA. Fight to your heart's content there, leave the shrine capping to abers.
I can play with 3x4 in RA? Cool. Exactly what I want.

Quote:
Originally Posted by Isil 'Zha
I don't see what's so boring about strategically picking your next move and choosing the right fight(s) to win.
That it turns battles into jogging runs puncutated by brief ganks.
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Old Apr 11, 2008, 07:57 AM // 07:57   #71
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If you want a larger scale gameplay with long fight and less jogging, I think you should play some double warrior/ Bsurge / Mesmer / ranger / dual monk / runner build in gvg. You know, (boring) flag stand fight

Last edited by Turbobusa; Apr 11, 2008 at 06:08 PM // 18:08..
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Old Apr 11, 2008, 03:59 PM // 15:59   #72
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Quote:
Originally Posted by Turbobusa
If you want a larger scale gameplay with long fight and less jogging, I think you should play some double warrior/ Bsurge / Mesmer / ranger / dual monk / runner build in gvg. You know, flag stand fight
What? More "manufactured" style of play? No thanks. At least in AB I can run funky builds.
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Old Apr 12, 2008, 10:17 PM // 22:17   #73
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Quote:
Originally Posted by Numa Pompilius
/Signed for bringing back old-style 3x4 random teams.

/Signed for dropping or nerfing the #ยค%#"& shrines. Win-by-shrine is simply a bad idea. If there are people who actually enjoy this amazingly boring form of play and want to keep it, add a new battle mode where the actual fighting, not jogging & capping, is key to winning. I bet I know which mode will be more popular.
QTF


except not random
AB should not be so shrine oriented.
the two alliances want to kill eachother in the storyline so it should be a gank fest imo
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Old Apr 13, 2008, 02:29 AM // 02:29   #74
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bad idea for very obvious reasons.

/notsigned
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Old Apr 13, 2008, 02:37 AM // 02:37   #75
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/not signed

Hell no shrines, lets remove Flag stands from gvg while we are at it!
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Old Apr 23, 2008, 09:01 AM // 09:01   #76
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Im so gonna sync with 3 teams and stand in base if this happens. They'll just have to resign.

[QUOTE=ShadowsRequiem]/not signed

Hell no shrines, lets remove Flag stands from gvg while we are at it![/QUOTE
Quoted because I like the idea.
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Old Apr 23, 2008, 04:07 PM // 16:07   #77
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I have not read the whole thread (only the first page) but anyway, I think its ok as it is but I think it needs to be balanced out a bit. Basically put a little more stress out onto killing and a little stress taken off capping, still have both but just lessen the ned to "Cap! Cap! Cap!" (I'm not saying I don't do this, I do cap most of the time).

~A Leprechaun~
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Old Apr 24, 2008, 02:49 AM // 02:49   #78
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Quote:
Originally Posted by Isil`Zha
I've played hundreds of AB games - I've never seen a game lost due to excessive shrine capping. I've especially never seen a game totally bombed by a team due to excessive shrine capping.
QFT

AB isn't broke; don't fix it.
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Old Apr 27, 2008, 04:47 AM // 04:47   #79
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Quote:
Originally Posted by Numa Pompilius
I can play with 3x4 in RA? Cool. Exactly what I want.
If you want to fight, then GTHO of AB and play RA. If you want a mob, play Vizunah or whatever floats your boat.
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Old Apr 27, 2008, 08:59 PM // 20:59   #80
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AB is never about capping vs killing, its capping vs stoping the other side from capping. A random kill means nothing in AB, if you are not capping yourself or somehow stopping the other side from capping you have no value as a player.

So why doesnt defending work? First, npcs are retarded, doesnt matter what shrine it is, a decent E/D firecapper will wipe it clean in seconds. Even if you have a skilled party with monk support and managed to kill the capper and all her party memebers afterward without dying yourself, you are left with an empty shrine, and any retard with mending can come and finish the job after you leave, while the fire capper get rezed and go after another shrine.

Second, as I said before, there is never enough cappers and too many mobbers. Why? Because it is sooooo much easier to mindlessly c-space and hit 1234567 than it is to actually look the the mini-map and see where to go and cap next (Ironic I know). The ratio of cappers and mobbers are like 1:10, so chances are if you are not capping no one else is. Again any retard can defend a shrine in a sense that they can use the npcs to their advantage and try to kill as many as possible, but there are never enough players that actually knows how to cap.

Third, mobs are too common. Due to the heavy ganking meta and retardness of NPCs in AB, you can not hope to defend against a mob even with monk support, not to mention the shrine will turn against you shortly after. The best way to counter mob is to avoid the mob and cap around it, not trying to fight it head on.

Fourth, figthing draws mobs, from both sides. When it comes to mob vs mob, whoever has shrines advantage wins, and thats generally determined by map advantage. I dont know about you, but 80% of the time I'm playing with a map disadvantage, I simply cant not afford to stop capping because I know for a fact my team is the only one capping and as soon as we relax and get into a brawl we lose.

Anyhow, here are my golden rules to AB.

All your allies are retards unless proven otherwise, if you want to get something done do it yourself.

If you arent capping, chances are no one else is.

If you are fighting, you are losing. Instead you cap, you gank, you run.

All your builds should have some ways to help capping and/or hinder the other side from capping, if you arent arent doing these things you are worthless as an AB player.

When it comes to a battle, kill NPC first, Monks second, Cappers (AoEers) third, everything else dont matter.

If AB needs a change, I would like to see smarter AIs (lol what are the chances). Instead of dying in 10 secs from AoE, or farmed for free with a long/flatbow, the NPCs should scatter and come out agressively and try to do as much damage to the player as possible. Also, I would like to see monk followers spawning constantly from base, so each team is self sufficent and the difference of team with monk vs team with no monk isnt as great.
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