Nov 17, 2006, 12:52 AM // 00:52
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#1
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Pre-Searing Cadet
Join Date: Oct 2006
Profession: W/
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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.
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Nov 17, 2006, 09:19 PM // 21:19
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#2
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Ascalonian Squire
Join Date: Nov 2006
Guild: rank three plus pug[deer]
Profession: Mo/W
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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.
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Nov 18, 2006, 10:46 AM // 10:46
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#3
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Desert Nomad
Join Date: Mar 2005
Location: Seattle, Washington
Profession: R/E
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Home Team always has defense.
The Home Team is the lower ranked team.
It's balance that way on purpose.
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Nov 18, 2006, 08:50 PM // 20:50
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#4
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Delta Formation [DF]
Profession: W/
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Quote:
Originally Posted by I Bravo I
On many maps there are more NPC's for the home team.
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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.
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Nov 18, 2006, 11:20 PM // 23:20
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#5
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Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
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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.
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Nov 21, 2006, 12:11 AM // 00:11
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#6
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Wilds Pathfinder
Join Date: Mar 2006
Location: With many other ugly people
Guild: We Are All Pretty [ugly]
Profession: R/
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Home team (not-as-good-team) have the advantage to even the field a bit.
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Nov 24, 2006, 12:06 PM // 12:06
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#7
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Lion's Arch Merchant
Join Date: Jul 2006
Guild: Carebear Club [wuv]
Profession: R/
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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~
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Nov 24, 2006, 10:07 PM // 22:07
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#8
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Krytan Explorer
Join Date: Apr 2006
Guild: I dont like guilds...
Profession: Mo/E
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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.
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Dec 10, 2006, 11:18 AM // 11:18
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#9
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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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.
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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.
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Dec 18, 2006, 07:39 PM // 19:39
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#10
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Krytan Explorer
Join Date: May 2005
Location: Canada/Quebec
Guild: Silentum Altum
Profession: E/Mo
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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.
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Dec 19, 2006, 09:44 PM // 21:44
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#11
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Ascalonian Squire
Join Date: Apr 2006
Guild: White Mantle [wM]
Profession: W/
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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.
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Dec 19, 2006, 10:56 PM // 22:56
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#12
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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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.
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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.
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Dec 19, 2006, 11:07 PM // 23:07
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#13
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Banned
Join Date: Jan 2006
Location: Madison, Wisconsin, USA
Guild: [eF]
Profession: Mo/
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^^ 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.
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Dec 20, 2006, 01:33 AM // 01:33
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#14
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Ascalonian Squire
Join Date: Jun 2006
Guild: Frenzied Flamingos
Profession: W/Mo
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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
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Dec 20, 2006, 01:52 AM // 01:52
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#15
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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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
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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.
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Dec 20, 2006, 04:18 AM // 04:18
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#16
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Lion's Arch Merchant
Join Date: Mar 2006
Location: Korea
Guild: The Shattered Hand [TSH]
Profession: Me/Mo
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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
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Dec 20, 2006, 05:56 AM // 05:56
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#17
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Academy Page
Join Date: Dec 2006
Location: USA
Profession: R/E
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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?
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Dec 20, 2006, 06:58 PM // 18:58
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#18
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Lion's Arch Merchant
Join Date: Jan 2006
Guild: Valkyrie Einherjar
Profession: Mo/
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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.
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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.
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Dec 27, 2006, 12:02 AM // 00:02
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#19
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Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
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All guild halls give the home team a small advantage. That's why you always play at the worst ranked team's hall.
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Dec 27, 2006, 10:09 AM // 10:09
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#20
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Academy Page
Join Date: Dec 2005
Guild: Clan W A S D [WASD]
Profession: Mo/
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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.
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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.
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