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Old Jan 18, 2006, 06:55 PM // 18:55   #21
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I'm so going to bring Edge of Extinction.
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Old Jan 18, 2006, 07:04 PM // 19:04   #22
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Ye I like this RAID idea. But the lagg? Of course it's a big problem but i've seen it before and mybe i can see it again: Anet makes things not to lagg
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Old Jan 18, 2006, 07:06 PM // 19:06   #23
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this sounds really great fun lol
take a massive update ^ ^
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Old Jan 18, 2006, 07:32 PM // 19:32   #24
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Quote:
Originally Posted by Cyan The Archer
I'm so going to bring Edge of Extinction.
LOL never thought of that. Edge of Extinction would make this Charr invasion a joke.
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Old Jan 18, 2006, 08:05 PM // 20:05   #25
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I like the idea but you'd need units of 8 as opposed to one giant team of 100. Otherwise monks wouldn't be able to target the individual team members very well and team spells like heal party and aegis would be extremely powerful.

Hmmm, 50 rangers + 50 pets...

I also like the idea of the 'token' to use later to initiate the battle since most likely you are in the middle of some mission or quest when this comes up.
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Old Jan 19, 2006, 05:10 AM // 05:10   #26
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new additions, comment on the flank idea?
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Old Jan 19, 2006, 05:26 AM // 05:26   #27
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i don't believe battles of this scale are technically feasible. that said, i really can't wait for some huge LoTR style battles. it would be even better if you could pit whole guilds (all their members) against each other in one massive 12 hour battle.
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Old Jan 19, 2006, 05:28 AM // 05:28   #28
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What about having this go to the guild hall (to make guild halls more useful), and I would just have your own guild go (with henchmen if you don't have eight people.) If guild alliances are set up, you could have them be the flank (which I think is an interesting idea to bring reinforcements).
This actually sounds like Invasion off of Unreal Tournament, very interesting.
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Old Jan 19, 2006, 05:32 AM // 05:32   #29
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If it is against charr... I could kill them all myself, no matter how many there are.
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Old Jan 19, 2006, 06:25 AM // 06:25   #30
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You got me thinking, and here are the changes I would make, though they might be to drastic, and deviate from the main idea more than you like.

First, one of the things I love about guild wars is that teamwork wins battles. Now, while you could in theory get a group of 50 warriors, place one in command, and then execute wedge formations and fallback routines, it is not likely. Much less than it may seem actualy, since many groups of 8 can't pull these things off. The thing is, why bother? grab 50 tanks, and have at the charr. Oh, you will lose some, but don't you take casualties in any battle? What good are mesmers when you end up with 10 of them, all stacking empathy on the same target? This "problem" can be solved like so:
Each map has 6 spawn points (old tombs players will remember that you used to get up to 6 teams on a map, so we know guild wars can handle that many player characters. That just leaves the question of how many monsters, and how bad the lag). Each spawn point will be chosen by one of your groups before the battle begins. Each spawn point can be chosen only once, so you cannot just group all your teams in one spot. The spawn points could be placed somewhat like this:
------------
|...O...O...|
|..O.....O..|
|...O...O...|
------------
Groups of charr will seperate each team, preventing this from becoming a "ok, lets run to the other teams and then wipe the charr" kind of thing. However, the main charr force would be at the center. So, each team has the option of killing the patrols separating them from each other and then teaming up. Groups are less likely to bum rush 20 charr with 8 warriors then they are with 48, so groups will be more likely to contain divers classes, but you could still take those 48 warriors and rush straight at the center if you chose, even though it would be a huge gamble (the spawn point idea comes from the "flanking" idea you put forth). Groups are also more likely to take mesmers and necromancers because they don't run the risk of fighting over corpses, or hex stacking. If the charr "scout" groups were randomly placed, this may also promot such things as a scout ranger build, in which a ranger attempts to find info about the placement of charr scout groups, and paths through those groups, without risking the whole team if he falls into a trap (does not notice that patrol coming from behind )

Second, allow these to be planned events. You should not have to go kill bontfaaz burntfur(sp?) X times with your group just because you want to do this, nor should it be random since many guilds have "off hours" as it were, in which only a few members are on. The problem with tokens is, to sum it up in one sentance:
"Looking for more for Lich token farming!"
Let guilds that want to do this do it when they wish to. If you are worried about the rewards being to good for the battle to be entered at any time, then up the battle difficulty.

Three. We (I) think guild alliances will be part of chapter two, so allow your allied guilds to assign teams with you. The initiating guild (the one that starts the battle) will tell the other guilds how many teams they will be allowed to field and at which spawn points they will be appearing. Up to 6 guilds could participate.

Four. Allow the option to scale battle size based on the number of groups. Small guilds with few to no allies may only be able to field two groups, and they should not be forced to fight a battle designed for 6 teams. Make it optional scaling because. . .well, what guild won't try to be the first to make a one-party group that can clear it?

Five. I disagree with the guild leader being raised 5 levels, if you are refering to the human team guild leader. He, like everyone else, is a man or woman, and should fight as such. People are leaders because of the way they act, not because of the extra bonuses the game has givin them. If you are talking about the charr guild leaders, then go for it, if only because it would make it harder.

Six. I do not remember if this was mentioned or not (I think it was, but I shall say it again) All the charr and other enemies that you fight would have to be leveled up to be strong(er). Most likely bring enemies to level 20-24, though if the enemies were already stronger than that, then leave them at the stronger levels rather then scaling them down.

Mmmm. . ..thats all I can think of for now, it would be a fun way to spend your time after you have finished the game.

Last edited by Banebow; Jan 19, 2006 at 06:30 AM // 06:30..
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Old Jan 19, 2006, 06:42 AM // 06:42   #31
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Quote:
Originally Posted by Blair46
LOL never thought of that. Edge of Extinction would make this Charr invasion a joke.
Perhaps if the Charr did what Minion Factory groups do when they see it go down.

"OMGZ EDGES!!!!1"
"I'm attacking Edge of Extinction!"
"I'm attacking Edge of Extinction!"
"I'm attacking Edge of Extinction!"
"I'm attacking Edge of Extinction!"
"EVERYONE GET OUT OF HEAL RANGE AND KILL THE EDGE! AAAAH!"
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Old Jan 19, 2006, 06:47 AM // 06:47   #32
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wow..great ideas banebow. i was just thinking raising the guild leader 5 levels would give guilds (leaders mostly) to join in this fight, and to encourage the creation of guilds. great placement ideas, maybe we could toggle modes:

mode 1: classic battle
mode 2: strategic (classic with flank strike teams)
mode 3: distribution mode (your idea)

and of course the toggle function with amount of people. ill add this to the front page
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Old Jan 23, 2006, 06:00 AM // 06:00   #33
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bump
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Old Jan 23, 2006, 06:15 AM // 06:15   #34
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EoE FTW!

+ Insane lag time!
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Old Jan 23, 2006, 11:35 AM // 11:35   #35
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Well, with some clever server jumbling on Arena-net's part, lag may not be too much of an issue. Graphical tweaking could help too. A fog of war that relieves your card and modem from processing the entire 800 unit battle would certainly help. And add in the model and texture degeneration based upon distance, models become less detailed as they get furthur away. Suddenly lag is not a major issue.

To furthur help the issue, A-Net could dedicate an entire server to these massive battles. That would limit the amount of possible wars, but c'mon, how many 800 unit battles do you need to occupy people at any given time? This would disallow the ability for people or guilds to start them, as you would have hundreds of these things starting every minute, leaving many with little or no players. They should be started and managed directly by A-Net.

A-Net's direct supervision also allows for the kicking of IWAY farmers who are ruining the battle. And it helps knowing that you are not totally lost in a mob of n00bs and farmers.

About the MOB skills, I would say a nice mix of low level grunts backed by bosses would even the odds. Imagine a horde of level 13 Charr Axe Fiends backed by several lvl 30 bosses picking off n00bs like there is no tomorrow. Nice.

Now lets add in a scoring system, perhaps if you were to gain awards in addition to copious amounts of loot and XP for your excessive kills that would allow more incentive to join up.

I'm going to stop here.... My hands are numbing up....
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Old Jan 23, 2006, 11:59 AM // 11:59   #36
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This is the deathblow to the poor players on telephone lines.

/not signed.
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Old Jan 24, 2006, 04:28 AM // 04:28   #37
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the fog of war seems like the best solution to this whole lag problem, make it so that the player doesn't see the whole battle, making the experience realistic. and as for Anet managing these things from overabundance, i think it would measure out with the whole "toggle enemies" thing.

but u guys have really great ideas! keep em coming
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Old Jan 24, 2006, 04:11 PM // 16:11   #38
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this idea rocks!!!!!!!!
it might lag a bit but its would be worth it to see so many people working together.
it would be like being in a guild wars version of battlefield
yeah! maybe have it so there are 2 teams of 32
still looks like alot but with less lag
but yeah would be amazing : )
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Old Feb 10, 2006, 05:15 AM // 05:15   #39
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bump
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Old Feb 10, 2006, 08:30 AM // 08:30   #40
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From the sound of it, it seems that they might be doing something along these lines. From the official Factions FAQ:

Elite Missions
Elite Missions are the most powerful means by which alliances access new areas; they are designed to be the ultimate cooperative challenge.

Alliances are made up of multiple guilds, so these elite missions (pve) may consist of multiple human opponents fighting multiple enemies.
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