Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > Gladiator's Arena

Notices

Reply
 
Thread Tools Display Modes
Old Nov 17, 2006, 12:52 AM // 00:52   #1
Pre-Searing Cadet
 
Join Date: Oct 2006
Profession: W/
Advertisement

Disable Ads
Default Corrupted Isle, Unfair advantage for the home team?

Something I noticed while on this island, at the edge of the blue team's base by the flagstand there is a pretty big hill on the edge of the corrupted part and stops at the sand, at VoD the archer's stop just at the edge of the hill and have a the height damage/range bonus, but there is no such hill for the red team on this map so there at a disadantage fighting downhill.

Its the only map where at VoD the home team has a large advantage over the red team.

I just think the red team should be given the same hill, or take it away from the blue, right now it just seems unfair.
Uberness is offline   Reply With Quote
Old Nov 17, 2006, 09:19 PM // 21:19   #2
Ascalonian Squire
 
I Bravo I's Avatar
 
Join Date: Nov 2006
Guild: rank three plus pug[deer]
Profession: Mo/W
Default

From what I know the Home teams are generally given advantages. They are the defending team and defending team have advantages... all they need to do is hold their ground. On many maps there are more NPC's for the home team. On this map they may have the same amount of archers but the advantage is in the hight difference.
I Bravo I is offline   Reply With Quote
Old Nov 18, 2006, 10:46 AM // 10:46   #3
Desert Nomad
 
 
Join Date: Mar 2005
Location: Seattle, Washington
Profession: R/E
Default

Home Team always has defense.

The Home Team is the lower ranked team.

It's balance that way on purpose.
Lews is offline   Reply With Quote
Old Nov 18, 2006, 08:50 PM // 20:50   #4
Wilds Pathfinder
 
Farin's Avatar
 
Join Date: Aug 2005
Guild: Delta Formation [DF]
Profession: W/
Default

Quote:
Originally Posted by I Bravo I
On many maps there are more NPC's for the home team.
Wait what? Since when?

As far as I know all Halls have the same amount of NPC's for each side. Don't know what you're talking about.
Farin is offline   Reply With Quote
Old Nov 18, 2006, 11:20 PM // 23:20   #5
Banned
 
shardfenix's Avatar
 
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
Default

Most guild halls have archers on the home team who are elevated above the playing field. I believe the only exceptions to that rule are isle of the dead and druid's isle.
shardfenix is offline   Reply With Quote
Old Nov 21, 2006, 12:11 AM // 00:11   #6
Wilds Pathfinder
 
Join Date: Mar 2006
Location: With many other ugly people
Guild: We Are All Pretty [ugly]
Profession: R/
Default

Home team (not-as-good-team) have the advantage to even the field a bit.
Phoenix Arrows is offline   Reply With Quote
Old Nov 24, 2006, 12:06 PM // 12:06   #7
Lion's Arch Merchant
 
Program Ftw's Avatar
 
Join Date: Jul 2006
Guild: Carebear Club [wuv]
Profession: R/
Default

GvG has always been like that (apart from Wizards Isle before it was updated), Home team will have a slight advantage over the attacking team.

Thanks,
Program~
Program Ftw is offline   Reply With Quote
Old Nov 24, 2006, 10:07 PM // 22:07   #8
Krytan Explorer
 
master_of_puppets's Avatar
 
Join Date: Apr 2006
Guild: I dont like guilds...
Profession: Mo/E
Default

yeah, but it kinda sucks if you face a guild that's a few measly ranks lower than you and aren't worse then your team at all.
master_of_puppets is offline   Reply With Quote
Old Dec 10, 2006, 11:18 AM // 11:18   #9
Div
I like yumy food!
 
Div's Avatar
 
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
Default

Quote:
Originally Posted by master_of_puppets
yeah, but it kinda sucks if you face a guild that's a few measly ranks lower than you and aren't worse then your team at all.
Yes, but the same could be said if you play a guild that is 2 rating and 3 ranks better than you. You get home hall advantage even though you're evenly skilled.
Div is offline   Reply With Quote
Old Dec 18, 2006, 07:39 PM // 19:39   #10
Krytan Explorer
 
deathwearer's Avatar
 
Join Date: May 2005
Location: Canada/Quebec
Guild: Silentum Altum
Profession: E/Mo
Default

like they all said. Giving Home team a small advantage is logical. If your playing in your guild hall, that's mean that the opposing team has a better rank (they aren't necessary better but they "should" be).

It's like playing hockey. If your playing home, you have the advantage of having the majority of supporter. Therefor a better morale than the opposing team.

Unless the advantage is too unfair that's enought story.
deathwearer is offline   Reply With Quote
Old Dec 19, 2006, 09:44 PM // 21:44   #11
Ascalonian Squire
 
Join Date: Apr 2006
Guild: White Mantle [wM]
Profession: W/
Default

In addition if you look at hunter's isle the home team has a path where they can go from the front to the back door of their own guild hall on the outside without going around the flag stand. The away team doesn't have this ability because the away sides layout is different than the home sides.
rustysilver is offline   Reply With Quote
Old Dec 19, 2006, 10:56 PM // 22:56   #12
I'm back?
 
Wasteland Squidget's Avatar
 
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
Default

Quote:
Originally Posted by deathwearer
like they all said. Giving Home team a small advantage is logical. If your playing in your guild hall, that's mean that the opposing team has a better rank (they aren't necessary better but they "should" be).

It's like playing hockey. If your playing home, you have the advantage of having the majority of supporter. Therefor a better morale than the opposing team.

Unless the advantage is too unfair that's enought story.
No, weaker teams should not gain a mechanical advantage over stronger teams just because their play is weaker. Lower-ranked guilds should win against higher ranked guilds only if they're more skilled, not because of a map advantage. If a weaker team wants to beat stronger teams they should improve their play.
Wasteland Squidget is offline   Reply With Quote
Old Dec 19, 2006, 11:07 PM // 23:07   #13
Banned
 
Stupid Shizno's Avatar
 
Join Date: Jan 2006
Location: Madison, Wisconsin, USA
Guild: [eF]
Profession: Mo/
Default

^^ agree, the hell is not a fair advantage for the defending guild, other ways can be implimented, such as a quicker way to the flag stand.
Stupid Shizno is offline   Reply With Quote
Old Dec 20, 2006, 01:33 AM // 01:33   #14
Ascalonian Squire
 
Join Date: Jun 2006
Guild: Frenzied Flamingos
Profession: W/Mo
Default

not 100% positive but i believe the away team on the wurm hall has the advantage because the archers on the home team tend to stand so as to make their targets obstruct
v for Valkier is offline   Reply With Quote
Old Dec 20, 2006, 01:52 AM // 01:52   #15
I'm back?
 
Wasteland Squidget's Avatar
 
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
Default

Quote:
Originally Posted by v for Valkier
not 100% positive but i believe the away team on the wurm hall has the advantage because the archers on the home team tend to stand so as to make their targets obstruct
Actually, groups of archers on both sides do this. They go to the area below the flagstand and fire up into a wall. Most games we've had last until VoD on the Isle of Wurms sees those archers untouched even after the guild lord is dead.
Wasteland Squidget is offline   Reply With Quote
Old Dec 20, 2006, 04:18 AM // 04:18   #16
Lion's Arch Merchant
 
Join Date: Mar 2006
Location: Korea
Guild: The Shattered Hand [TSH]
Profession: Me/Mo
Default

you know, there is an advantage for the defending side but most of the time its a minor factor and doesnt really matter. if the attacking team has a coordinated spike and is "truly" better and has earned their rank it should not be a problem. and honestly with all the guilds with some sort of split or gank does it really matter that some archers are elevated, they all die in the end anyway to prevent overwhelming odds at vod
Enlightenside is offline   Reply With Quote
Old Dec 20, 2006, 05:56 AM // 05:56   #17
Academy Page
 
Jaws Of Doom's Avatar
 
Join Date: Dec 2006
Location: USA
Profession: R/E
Default

The difference I see here is that this home advantage is at VoD, not in normal fighting. I can see giving the home team either a height advantage, or a number advantage in normal fighting, but usually they are spread out enough to really swing the battle in one direction or another.

On the other hand, giving them the advantage at VoD can easily outweight the skill difference between the two teams. With the 25% damage bonus, coupled with a height advantage, and with all the archers in the same place, that's a major damage boost against the same amount of archers that are trying to shoot uphill at the other team. And if the battle has been close up to that point, that can easily decide the match for the home team no matter what the vistors try to do (short of ganking the lord without the home team reacting).

So, is this the only hall where the home team have a VoD advantage, or are there a set of isles where teams can really take advantage of dragging the match out?
Jaws Of Doom is offline   Reply With Quote
Old Dec 20, 2006, 06:58 PM // 18:58   #18
Lion's Arch Merchant
 
Join Date: Jan 2006
Guild: Valkyrie Einherjar
Profession: Mo/
Default

Quote:
Originally Posted by rustysilver
In addition if you look at hunter's isle the home team has a path where they can go from the front to the back door of their own guild hall on the outside without going around the flag stand. The away team doesn't have this ability because the away sides layout is different than the home sides.
This is also often cited as an advantage to the away team, as they can more easily bottle in a home team if they force them inside. As is, many people have argued for the hall to not be 100% determined by rating because often having a hall your build is designed for is a significant advantage.

This is the first specific advantage I have heard of. Considering that many others seem to imply there are other specific advantages without stating them, I am in doubt that any other hall gives such a specific advantage. How much of an advantage this is, I don't know yet, would be nice to get some tests in on this.
kryshnysh is offline   Reply With Quote
Old Dec 27, 2006, 12:02 AM // 00:02   #19
Banned
 
shardfenix's Avatar
 
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
Default

All guild halls give the home team a small advantage. That's why you always play at the worst ranked team's hall.
shardfenix is offline   Reply With Quote
Old Dec 27, 2006, 10:09 AM // 10:09   #20
Academy Page
 
Join Date: Dec 2005
Guild: Clan W A S D [WASD]
Profession: Mo/
Default

Quote:
Originally Posted by shardfenix
All guild halls give the home team a small advantage. That's why you always play at the worst ranked team's hall.
that may be small untill you use it to expliot the maps like on nomads/jade/burning with spike or on corrupted/frozen/druids with tele split builds. where the map gives you a huge advantage so the higher rank team needs to be alot better to beat you.
kitiara is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 06:31 PM // 18:31.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("