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Old Sep 16, 2005, 02:02 PM // 14:02   #1
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Default Improved tactics.

At present there's plenty of strategy (planning before the fight) in Guildwars, but not a whole lot of tactics (maneuvring and operations on the battlefield). Basically tactics consist of spike coordination and guild-lord ganking - f.ex. you can't flank or ambush in Guildwars because the enemy always knows exactly where you are. And what you are.

My suggestion is as follows:
1) make <CTRL> only show names, not class.
2) make <CTRL> only show names of players within 'spell range',
3) make the radar operate according to line-of-sight. If you've spotted a player and he moves out of sight, then he stays visible on the radar if he's within 'spell range' otherwise the blip disappears after, say, three seconds; you've "lost track" of where he is.
4) I think the present maps would be OK, but bigger maps with more obstacles wouldn't hurt.

Last edited by Numa Pompilius; Sep 16, 2005 at 02:11 PM // 14:11..
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Old Sep 16, 2005, 03:46 PM // 15:46   #2
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How about just making the UI/Key settings more customizable in general?
XML FTW!
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Old Sep 16, 2005, 06:02 PM // 18:02   #3
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Recently gettting into a monk and having to heal a lot, #2 would help a lot. That'll teach those Kilroys to stay put.
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Old Sep 17, 2005, 11:10 AM // 11:10   #4
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I'm not completely sure just manipulating the ui with respect to visibility would help that much. It's a good idea though.

Personally I'd like to see more tactical options available to people.

Egs.
- Moving backwards improves your evade/block rate - you can gain time by giving up ground.

- Facing a melee/projectile attacker improves your evade/block rate against him. Attacking him with melee further improves your evade/block rate against him.

- Consequently, being double-teamed from two different directions will cause you to take a lot more damage. Move backwards to try and get them both to be in front of you.

- Also consequently, if someone is meleeing your monk, if a warrior runs up and starts attacking him from behind, the enemy will need to turn around and defend himself if he wants to avoid major damage.

- Casters, unless they're using some sort of stance, have zero evade/block rate when casting a spell.

- Strafing away is slower than running away, but doesnt incure the critical hit chance penalty of running away.


These sorts of things will add more elements of traditional tactics to the game. Warriors can actually defend people in pvp, rather than only being damage dealers. There will be the concept of flanking, or pincer formations. There will be (more strongly) the concept of a front line and a back line.
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Old Sep 17, 2005, 06:39 PM // 18:39   #5
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Lets take the example of Hunter's/Wizard's/Warrior's Isle:

If the enemy is guarding the middle with the Flag Stand, and you want to capture the flag, how would you get it there? You could either rush it in, or you could sneak it in. So, you have your whole team attack from one side, while your Flag Carrier sneaks around back and is prepared to make the final dash...until they spot him on the radar and kill him.

Or you have traps set up between your base and the middle, with Rangers and Nukers on the small hill (where the Repair Kit is) ready to ambush people when they run through the traps...but they see you with CTRL and Meteor Shower you.

Or you have players waiting just inside your gate, so that when the enemy looks in, it's clear, but once they come in, you can spring on their monks at the end of their ranks...

Or you have someone hiding near the trebuchet (aimed at you) so that when the enemy breaks in, they can fire it, except...
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Old Sep 18, 2005, 04:25 AM // 04:25   #6
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Yeah radar really dooms tactics in this game. PvP without it wolud be quite fun. PVE would just be annoying cause of aggro range and such.
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