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Old Jan 16, 2008, 03:59 AM // 03:59   #1
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Default A Simple But Profound Change to VoD

Hey all,

This is my first post on this forum, and I am pretty terrible at Guild Wars. That said, I was recently thinking about the inadequacies of the current GvG situation and came up with some simple yet radical solutions. I leave it to you to evaluate their efficacy and, if necessary, flame me ad hominem.

I feel that the main problem with modern GvG is not lacking skill balance but rather the more fundamental issue of a terrible winning condition: VoD. As a large number of people much better at the game than I have already pointed out, matches between good teams will invariably result in unfeasibly long games, so some sort of tie-breaking mechanism is necessary. However, VoD in its current form serves not so much as a tie-breaker but as a win condition in and of itself; plays that have no chance of winning a close game pre-VoD become incredibly powerful after the NPCs march to the stand. Thus we get strategies like blockway and splinter-farming - "boring" strategies that fly in the face of the stated objectives of the GvG format. We also see a decrease in the prevalence of “interesting” plays such as splitting and actually killing stuff before VoD, since very often it quite simply isn’t worth it when the game is on the line.

The above situation is, to my mind, a BAD THING. If you disagree, you can stop reading here and just tell me that I suck... but I hope you'll at least hear me through. I realize that many good players believe that the game is currently very balanced and fun and may not witness the problems outlined above (especially since much of the time they play teams much worse than themselves and simply roll over them). However, as long as VoD is in its current state, I believe that the meta will remain more stagnant and less interesting than it has the potential to be.

So, how can we fix these problems? How can we bring back the exciting game play that we all enjoyed when people didn’t know how to play, when they actually tried to win the game before their guild lord walked to the stand, when koreans ran around the map and people died every thirty seconds?

Well, here’s my suggestion.

First, get rid of the current VoD. It’s bad. Toss it entirely. You don’t do more damage, you don’t have less health, NPCs certainly don’t walk to the stand.

Instead, at the 20 minute mark, the Victory or Death flag triggers, and every minute after that each team suffers a “Fatigue Penalty” (or some more suitably witty name). If a team still has NPCs alive, it loses 1/6th of the total number, whatever that is (I’m not sure how many NPCs there are, to be honest). Perhaps the number of NPCs could be altered so that the number that die is round, like, say, 2. They die in reverse order of importance, so first the outside archers, then the inside archers, then the knights, then the bodyguard. If an NPC that is to die has already been killed by the other team, the next one in line takes its place.

After all of a team’s NPC force has been depleted, the “Fatigue Penalties” grant 10% death penalty to all players on the team. If any player would be put to 60 DP by this penalty, he or she dies (and, obviously, does not base res). The same win conditions from the normal game apply, so if all players on the team reach 60 DP, the team loses (the Guild Lord can be killed at any time, of course). These times and numbers have been chosen fairly arbitrarily, but so that holding the flagstand and receiving constant boosts is able to provide a team with a significant advantage, slowing the rate of DP accumulation but unable to counteract it. Also, this rate should force games to end in a reasonable amount of time. However, it can easily be altered to suit preference.

As a side-note, I think that this implementation as is may produce a few draw games, since it determines the winner based on the team-member with the lowest DP (I can envisage scenarios where, for instance, one ranger runs around the map for the last minute of the game until both teams die). This can be circumvented by dividing the DP that would be conferred upon dped out players evenly among their teammates, but this solution is slightly more convoluted. I think the simple implementation should suffice.

The aim of this change is to promote the aggressive, split-friendly play that is common pre-VoD, and to make this type of play continue up until the very end of the game. With this change in place, I think that we would see a return to games that are actually exciting to watch as well and play. I also believe that games between slightly unequal teams will far more often end before 20 minutes, as teams will be forced to bring less defense and will have no incentive to turtle, as any disadvantage they have accrued during normal play (whether it be NPC deaths or DP) will simply carry over to the end of the game, and giving the opponent permanent morale boosts will be equivalent to signing your own death warrent.

Advantages of this change, in no particular order:
1. Requires incredibly little actual coding or effort on the developers’ part. Even I could code this.
-Does not require the introduction of many new gameplay mechanics. The only possible candidate is the timed killing of NPCs, but I don’t think that should be much trouble. The rest simply involves the appropriation of existing mechanics, for instance a “reverse morale boost.” Indeed, most of the work involves removing existing code.
-Unlike most similar changes (for instance, any change to do with NPC pathing at VoD), this suggestion does not require specific alterations to each map. Nor should it require extensive testing from the coding side (unlike, again, NPC AI fixes).
2. Promotes more active, exciting, split-centric gameplay
3. Serves much better as a “tie-breaker” than the existing mechanism. All NPC and player kills before VoD essentially serve as a way of keeping score – and the team with the highest score at the end wins.
-Provides a much more fluid and natural win condition, and ensures that the same strategies are effective at all points in the game (no more “splinter is mediocre for 18 minutes then wins you the game in 2").
4. Manages to do all of the above while still bringing the game to a hard close, which is necessary for the AT system. I believe that, with the current numbers, games should end in at most 35 minutes (20 minutes normal gameplay, 6 minutes to kill all NPCs, 9 minutes to give 70% DP to both teams assuming they alternate boosts from the watchtower every 2 minutes). It may be possible for games to go longer (do you get XP from killing 60 DP targets?), but all such scenarios are ridiculously farfetched. In any case, the current time-cap can easily be put in place while affecting effectively zero games.

Disadvantages of this change:

1. ANet probably won’t do it. Not much to say here except that it should be pretty easy to implement.
2. Such a change might upset the delicate skill balance we have laboriously achieved under the current system (lol?). In particular, sin split may become overpowered. Ideally, I think that this change should be implemented alongside the complete obliteration of the assassin class, but even if that doesn’t happen I think the benefits outweigh the risks.
3. Some people like blowing up NPCs with splinter? Big explosions are fun!
4. A bunch of other stuff I’m sure the next few posters will inform me about in explicit detail.

That’s all, I think. Pretty sure the benefits outweigh the risks.

Peace.

tl; dr version:

-NPCs no longer come to the stand at vod.
-Every minute after vod, each team loses 2 NPCs.
-If all of a team’s NPCs are dead, that team gets 10% DP; any member brought to 60 DP dies.
-First team to DP out or let their guild lord die loses.
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Old Jan 16, 2008, 04:44 AM // 04:44   #2
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Quote:
Originally Posted by olXor
Instead, at the 20 minute mark, the Victory or Death flag triggers, and every minute after that each team suffers a “Fatigue Penalty” (or some more suitably witty name). If a team still has NPCs alive, it loses 1/6th of the total number, whatever that is (I’m not sure how many NPCs there are, to be honest). Perhaps the number of NPCs could be altered so that the number that die is round, like, say, 2. They die in reverse order of importance, so first the outside archers, then the inside archers, then the knights, then the bodyguard. If an NPC that is to die has already been killed by the other team, the next one in line takes its place.
This makes gvg much to relaxed IMO. One of the most important aspects of VoD at it's current state is that when the NPC's march down you receive a additional dmg bonus aswell as reduced health. This is a very intense situation, and is one of the few moments where experience actually emerges.

Quote:
Originally Posted by olXor
After all of a team’s NPC force has been depleted, the “Fatigue Penalties” grant 10% death penalty to all players on the team. If any player would be put to 60 DP by this penalty, he or she dies (and, obviously, does not base res).
This encourages early resignations.

Quote:
Originally Posted by olXor
As a side-note, I think that this implementation as is may produce a few draw games, since it determines the winner based on the team-member with the lowest DP (I can envisage scenarios where, for instance, one ranger runs around the map for the last minute of the game until both teams die). This can be circumvented by dividing the DP that would be conferred upon dped out players evenly among their teammates, but this solution is slightly more convoluted. I think the simple implementation should suffice.
It's based on who kills whose guild lord first. NOT who has the lowest DP, that the wonderful thing about gvg, just because you have low DP doesn't mean you are out of it. Again, you are encouraging early resignations by basing the victors off of DP.

Quote:
Originally Posted by olXor
The aim of this change is to promote the aggressive, split-friendly play that is common pre-VoD, and to make this type of play continue up until the very end of the game.
With your suggested system with the current state where VoD comes at 18:00 once a team reaches a certain level of DP or the game reaches a time frame, the game no longer becomes a battle of skill/wit but a battle against the clock, would promote spike teams and early resignations.

Quote:
Originally Posted by olXor
I also believe that games between slightly unequal teams will far more often end before 20 minutes
Most games that are on uneven grounds end within minutes already.

Quote:
Originally Posted by olXor
1. Requires incredibly little actual coding or effort on the developers’ part.
Do not assume something is so easy when you haven't seen the code used to program something yourself. I been in programming/web development for over eight years. I have even published a few Browser Based Online MMO's. If something was easy to add in the first place, chances are it would of already been added, assuming it was something worth adding.

Quote:
Originally Posted by olXor
Serves much better as a “tie-breaker” than the existing mechanism. All NPC and player kills before VoD essentially serve as a way of keeping score – and the team with the highest score at the end wins.
Teams want to play games down to the end because they think they have a chance to win. Teams that play that don't think they have a chance after 5 minutes will resign, and trust me there will be ALOT of resigning. Teams turtle now because they know just because they are turtled it doesn't mean they are out of it. The object is NOT to kill as many people as many times as you can, but kill ONE very important NPC just ONCE.
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Old Jan 16, 2008, 05:27 AM // 05:27   #3
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Surely if you wanted to make things happen earlier, make a time limit eg. at the 25min. mark, the game is declared a draw and both sides loose a rating point.
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Old Jan 16, 2008, 05:27 AM // 05:27   #4
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GvG = Guild Lord, not DP. That's the biggest problem with your suggestion for me.

VoD mechanics were fine- all ANet need to do is reduce the numer of NPCs and push VoD back to ~35. For the record, because I can't remember, does anyone know exactly why the number of NPCs were increased? I think it was to deter gank-focused builds but I'm not sure.
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Old Jan 16, 2008, 05:32 AM // 05:32   #5
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Way i see it this would make killing npc's less important making less splits, especially at end of the game when before the npc's would walk away leaving lord alone waiting to get ganked.

Hmmm randomly getting dp even though i didn't die... I don't like that all all. Id much rather have the end of the game come down to me monking better/faster then the other team. VOD is intence and adrenaline pumping and while maybe not uber fun for ppl who don't actually play to watch it is a lot more exciting for the ppl IN it. At least compared to getting dp for no reason. I mean if teams can't kill ech other before they get dp how are they going to after, and yes i can totally see some escape ranger running in circles entire game till everyone dies.

This change would just make everyone run fast killing teams, or spike builds as its now a race against time not managing splits and the map. The way it is currently if you are done a kill or two before vod it doesnt really matter as long as u have more npc's. With ur change one kill down could lead to a loss pretty quickly.
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Old Jan 16, 2008, 05:32 AM // 05:32   #6
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Quote:
Originally Posted by RhanoctJocosa
GvG = Guild Lord, not DP. That's the biggest problem with your suggestion for me.

VoD mechanics were fine- all ANet need to do is reduce the numer of NPCs and push VoD back to ~35. For the record, because I can't remember, does anyone know exactly why the number of NPCs were increased? I think it was to deter gank-focused builds but I'm not sure.
More NPC's = more gank targets.

Ganks are cool btw
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Old Jan 16, 2008, 05:36 AM // 05:36   #7
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Quote:
Originally Posted by TimTimTimma
Do not assume something is so easy when you haven't seen the code used to program something yourself. I been in programming/web development for over eight years. I have even published a few Browser Based Online MMO's. If something was easy to add in the first place, chances are it would of already been added, assuming it was something worth adding.
The primary blockade to something like this would be whether or not it was an acceptable design change, not whether it would be feasible to code.
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Old Jan 16, 2008, 06:10 AM // 06:10   #8
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Quote:
Originally Posted by Riotgear
The primary blockade to something like this would be whether or not it was an acceptable design change, not whether it would be feasible to code.
My point was "if it was something worth adding that was also easy, they probably would of added it already" not "if it was possible they would of done it already". I was merely saying it was clearly NOT worth adding.
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Old Jan 16, 2008, 06:20 AM // 06:20   #9
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Quote:
Originally Posted by TimTimTimma
My point was "if it was something worth adding that was also easy, they probably would of added it already" not "if it was possible they would of done it already". I was merely saying it was clearly NOT worth adding.
The notion of sweeping changes is generally met with caution, because it tends to upset players who have made an investment in the current mechanics.
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Old Jan 16, 2008, 07:38 AM // 07:38   #10
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I'm digging your recitation of platitudes, Riotgear
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Old Jan 16, 2008, 09:57 AM // 09:57   #11
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There is a fundamental flaw in you logic:
more ways to acheive your objectives => a more interestig game.
When you take NPCS out of the picture, you get a less interesting game, there is no more gank and blockway is the only way.
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Old Jan 16, 2008, 11:21 AM // 11:21   #12
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30/45 minute VoD and better balance would be fine.

Putting NPC's back to how they were before also, but fixing their paving to the stand.

Then the main issue is turtling for stupid amounts of time, so figure out a new fix for that.
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Old Jan 16, 2008, 11:34 AM // 11:34   #13
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Can someone explain why 40 minutes VoD is better then 20 minutes? Yes, you get twice the amount of time to try things. But really, what can you do in 40 minutes that can't be done in 20? If you didn't manage to pressure a team in 20 minutes, then what gives you the idea you will be able to in 40? The only teams I see that can make use of the extra time are teams with assassins (sooner or later they get a kill, so more time means more chance) and spiketeams (same reason).

Random applying DP on teams is a bad idea and should never happen. "Randomly" killing npcs isn't fun either. Losing because the other team killed 1 (I repeat ONE) archer, with as result you getting DP first, isn't fun. There isn't that much wrong with VoD at the moment. Not enough that Anet needs to spend time on it for sure.

Last edited by DutchSmurf; Jan 16, 2008 at 11:37 AM // 11:37..
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Old Jan 16, 2008, 11:43 AM // 11:43   #14
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It gives you more time to utilise more strategies and can make for gameplay to be more dynamic with the advantage going from one team to the other.

Eg; Go in, see a better 8v8 build, suffer deaths, triple run flag, push flagger, kill it, bounce flag, get morale, split, see response stops you doing anything, collapse, resplit, fake collapse and get npcs, meanwhile your monks have gone to 30 dp and one of your midline is at 15, someone dies but you let the base, you double cap, push their flagger in their base, boost again, kill their flagger in their base, the split defensively again, you either collapse or find them out of position, capitalise.

Example taken from something that happened, simplified (there was more splitting, fake splitting, collapsing, fake collapsing, double/triple running, offensive pushes, defensive play). Char vs. iGi.
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Old Jan 16, 2008, 11:57 AM // 11:57   #15
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Quote:
Originally Posted by Vanquisher
30/45 minute VoD
ATs would be even longer than they are now =/
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Old Jan 16, 2008, 12:34 PM // 12:34   #16
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Quote:
Originally Posted by Vanquisher
It gives you more time to utilise more strategies and can make for gameplay to be more dynamic with the advantage going from one team to the other.
The main problem is that it is just as likely to produce long stalemates either at the flagstand or at someones base. Thinking back about the time when VoD was much later, I remember more boring games then interesting ones. Aren't there better ways to promote interesting gameplay then just giving more time? Either by using npcs (placement, amount, skillbars) or skillbalance?
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Old Jan 16, 2008, 07:23 PM // 19:23   #17
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Quote:
Originally Posted by icedwhitemocha
ATs would be even longer than they are now =/
AT's are bad.

Quote:
Originally Posted by DutchSmurf
The main problem is that it is just as likely to produce long stalemates either at the flagstand or at someones base. Thinking back about the time when VoD was much later, I remember more boring games then interesting ones. Aren't there better ways to promote interesting gameplay then just giving more time? Either by using npcs (placement, amount, skillbars) or skillbalance?
There were far more interesting games and much better use of various tactics throughout matches with a 30 minute VoD then I've ever seen using a 20, or indeed 18 minute one. Especially when good teams played each other. I guess this can depend on peoples perceptions of interesting though, I remember a few matches where there were pretty much no deaths prior to VoD, and even after, before the Lord ended up getting DPS'ed. They were still often really good games though, both to play in and to watch. While better balance is one part of it, the short timer that is currently in place doesn't give as much room for diversity in terms of playing the game while in a match as there, in my opinion, should be. It often takes 15 minutes to split effectively, even with a really strong split build. Add that to the time it takes for the time to identify the need to split (which can differ from 10 seconds after seeing what the other team is running to 7 minutes in when you've accomplished little other than 30 DP on one of your backline) and you're already past the time at which the Lord walks. A lot of the time good teams that were predominantly spike oriented played for 18-20 minutes and then took VoD into consideration, using the 10 minutes leading up to it to try and gain an advantage (from repairing the catapult to knocking out a few NPC's inside a base to manipulating the morale boost timer).

Likewise you can have massive stalemates that represent great play from both sides, where the reason mistakes don't get punished is because there simply aren't any, or if there are they're saved by really good play to counteract it.
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Old Jan 16, 2008, 08:00 PM // 20:00   #18
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I'm not sure what teams will accomplish in 25 minutes of splitting that they don't accomplish in 15 minutes. With modern split builds you regularly see bases getting wiped and NPC advantages being gained in short periods of time. It gives you more time to swap guys back and forth and hope they screw up their split defense, but that gets less useful against strong teams.

Is this supposed to impact 8v8 blockway builds? Because those builds will keep right on using defensive characters to keep their NPCs up against splits, whether they have to do it for 15 minutes or 25. That will be a successful strategy regardless of whether the silly VoD changes the OP proposes are implemented. It has nothing to do with limited time and everything to do with skill balance and optimized tactics.
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Old Jan 16, 2008, 08:36 PM // 20:36   #19
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Should the new round of skill balances actually kick the game out of its defensive set, I'd like to see AT VoD come later- 24 minutes or so. I don't think the more casual ladder matches will benefit as much, but in a format that's supposedly matching the best against the best, I'd like to give them some more time to play around.
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Old Jan 16, 2008, 08:43 PM // 20:43   #20
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Quote:
Originally Posted by swordfisher
Should the new round of skill balances actually kick the game out of its defensive set, I'd like to see AT VoD come later- 24 minutes or so. I don't think the more casual ladder matches will benefit as much, but in a format that's supposedly matching the best against the best, I'd like to give them some more time to play around.
Maybe during a monthly but certainly not for reg ATs and ladder.
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