Jun 27, 2005, 01:23 AM // 01:23
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#81
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Jungle Guide
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Quote:
Originally Posted by Ancalagon06
this game can handle 6 teams of 8. Why can't 3 of those teams be allied? Why can't each side have one extra team, making it a grand 32 v. 32 melee?
And, to the question everyone asks, we've already figured out that the individual squads will be limited to 8 in size, and they will be allied with all the other squads (4 each).
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Or 8 squads of 4 or 16 squads of 2. Then you have the case of a large force versus many smaller forces. Have some fun.
Edit: Or this: 2 Squads of 8 and 4 squads of 4. or 3 squads of 8 and 2 squads of 4. The team should be allowed to decide the squad sizes with a max size of 8 and a minimum size of 2.
Last edited by EmperorTippy; Jun 27, 2005 at 01:28 AM // 01:28..
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Jun 27, 2005, 01:55 AM // 01:55
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#82
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Krytan Explorer
Join Date: May 2005
Location: Mongolia!... But sadly Florida
Guild: Rulers of Mythology <ROM>
Profession: R/Mo
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Good point ^^
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Jul 01, 2005, 11:13 AM // 11:13
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#83
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Krytan Explorer
Join Date: May 2005
Location: Mongolia!... But sadly Florida
Guild: Rulers of Mythology <ROM>
Profession: R/Mo
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Bumpedy bumped...~
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Jul 01, 2005, 12:26 PM // 12:26
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#84
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Desert Nomad
Join Date: May 2005
Location: European Server or International
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ancalagon hits it on the head! From that perspective, it would only take a small modification to the PvP set up and perhaps modify a few of the PvE zones to allow PvP combat... we're good to go
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Jul 01, 2005, 12:28 PM // 12:28
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#85
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Grotto Attendant
Join Date: May 2005
Location: At an Insit.. Intis... a house.
Guild: Live Forever Or Die Trying [GLHF]
Profession: W/Me
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Quote:
Originally Posted by Ancalagon06
this game can handle 6 teams of 8.
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Correct. There already exists such a setting, so we know this to be true.
Quote:
Why can't 3 of those teams be allied?
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It would probably be easy to have 3 teams of 8 allied. All that's really needed is a flag that sets the color, and a flag that says that they are allied and so can not damage eachother (just like you can't damage e.g. Prince Rurik in missions, try as one might). You'd probably be able to drop healing etc on the allied team players, though; not sure if this would unbalance things.
Quote:
Why can't each side have one extra team, making it a grand 32 v. 32 melee?
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Could work or could lead to lag, or there might be more fundamental limits in the game code I suppose.
Personally I'd love to do the GW equivalent of missions like Normandy Beach in Medal of Honor, with one defending & entrenched side, and one rushing up from landing boats, and I'm sure many would too BUT - can Anet motivate diverting artists, modelers and programmers to making what is effectively a whole new area of the game? Not sure.
Also, would enough people want to play in big battles? Can even the biggest guilds actually field 32 players for more than a few minutes? What if you have to wait hours to fill two teams of 32 players? And what about players that drop out? Can a new player at all enter a already running instance, to replace players who've quit or lost connection?
Exciting idea, and I'm pretty sure it's doable, but there's also some obvious questions.
Wrt tactics, 4x8 is still a fairly manageable number of players, and should it turn out to be chaos I assume the presently existing modes would still be there.
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Jul 01, 2005, 12:49 PM // 12:49
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#86
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Frost Gate Guardian
Join Date: May 2005
Guild: Warrior Nation [WN]
Profession: W/N
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I support this idea for great Justice!
I think this would be a great addition to the game in later stages, the only problem I see with it is, is that it needs to have no real reward other then fun, because if the battle sizes are as large as you are asking for, then it would be hard for smaller guilds to meet the 32 man req.
I think it should be tested in a 16vs16 version first..
also it would breathe new use into the warrior, ranger classes as they currently get no love, as well as making a new greater use for Fire Elementalists...
oh... and Edge of exinction could be oh so fun!
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Jul 01, 2005, 02:26 PM // 14:26
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#87
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Krytan Explorer
Join Date: May 2005
Location: Mongolia!... But sadly Florida
Guild: Rulers of Mythology <ROM>
Profession: R/Mo
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Not one guild, have multiple guilds fill the spill (methinks I said that right) IE:8 guild groups of 4, somethin like that or 4 guild groups of 8 or maybe both ^^, and then just fill in with other players.
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Jul 01, 2005, 03:18 PM // 15:18
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#88
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Ascalonian Squire
Join Date: Apr 2005
Guild: Rogues of Bastion
Profession: R/E
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if this happened their would be uproar from the pve only crowd...
(they dont care about the pve'ers blah blah blah)
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Jul 01, 2005, 03:21 PM // 15:21
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#89
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Krytan Explorer
Join Date: May 2005
Location: Mongolia!... But sadly Florida
Guild: Rulers of Mythology <ROM>
Profession: R/Mo
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*cough*forPvE'erstoo*uncough*
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Jul 01, 2005, 03:35 PM // 15:35
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#90
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Banned
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It won't happen for two reasons:
1. The skill sets in this game are not tailored for those types of battles. People will just spam EoE or other silly things, meaning your arguments of skill go right out the window. One necro could kill an entire team of 32 with a putrid chain reaction. So now not only are you talking about coding an entirely new part of the game, but you now have to redo all of the old stuff, which sorry to say boys and girls, isn't going to happen.
2. 24 hours after this patch is put in everyone here pushing for this to get implemented will be right back here crying about how the top guilds in the game are allied up absolutely slaughtering everyone 24 hours a day. There are countless threads already on how tombs is 'flawed' because people are getting run over by the top guilds constantly.
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Jul 01, 2005, 03:40 PM // 15:40
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#92
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Academy Page
Join Date: May 2005
Location: Stillwater, OK
Profession: R/Mo
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Quote:
Originally Posted by Ancalagon06
Perhaps they already thought of this, but, I really think Arena.net should take the next logical step in the PvP section.
Make a true massively PvP map. 32 people to each side. A plethora of siege equipment. Tunnels that you can "unlock" to go under the enemie's walls by gathering rare red iris flowers (yeah, I know, a weird item, but it'd work) to give to a collector so he'd turn it into an explosive to blast open the jammed shut door.
Well, there are other ways to go about it, but, seriously, a 64 man battle would ROCK. I'd love to see a Aeromancer-Monk team of 32 people go head to head with War/Necs and Mesmers. With observation mode on the way, it would be awe inspiring to watch.
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Great idea. Especially if this is done in an arena fashion where randome people are matched together. This would eliminate a few guilds who know all the tricks always dominating these matches, and would give us small guilders the fun of a large battle.
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Jul 02, 2005, 10:37 PM // 22:37
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#93
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Krytan Explorer
Join Date: May 2005
Location: Mongolia!... But sadly Florida
Guild: Rulers of Mythology <ROM>
Profession: R/Mo
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aye, aye, skipper!
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Jul 02, 2005, 11:24 PM // 23:24
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#94
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Frost Gate Guardian
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Quote:
Originally Posted by Ancalagon06
that's why people have suggested that it be broken into teams of 8 that are just allied with each other (in other words, like the Ascalon Guards you run across from time to time). I understand what you are saying, and I think it's valid, but that doesn't mean there isn't a way around it, or that this shouldn't be done.
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Quote:
Originally Posted by DrSLUGFly
yeah, but alliances in this major battle are needed. As for the "heal party" thing, as i stated earlier and somebody reiterated later, we could have allied teams of max 8 players. No cap on how many people in each team, just 1 to 8, and no cap on how many teams are allied, as long as the total doesn't exceed 16 (or 32, whatever)
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I know - I was the one who suggested multiple teams of 8! DrSLUGFly responded by saying the teams should be able to split up any way they wanted. I was only responding to his idea of allowing teams over 8, not to the general topic of large battles. I'm sorry if I didn't make it clear what I was responding to.
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Jul 13, 2005, 07:09 PM // 19:09
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#95
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Krytan Explorer
Join Date: May 2005
Location: Mongolia!... But sadly Florida
Guild: Rulers of Mythology <ROM>
Profession: R/Mo
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bumpety, bumpety, bump!
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Jul 14, 2005, 01:42 AM // 01:42
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#96
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Frost Gate Guardian
Join Date: May 2005
Location: In my pants of "superior strength"
Guild: Royal Orrian Foreign Legion
Profession: W/N
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Quote:
Originally Posted by Kaylee Ann
It won't happen for two reasons:
1. The skill sets in this game are not tailored for those types of battles. People will just spam EoE or other silly things, meaning your arguments of skill go right out the window. One necro could kill an entire team of 32 with a putrid chain reaction. So now not only are you talking about coding an entirely new part of the game, but you now have to redo all of the old stuff, which sorry to say boys and girls, isn't going to happen.
2. 24 hours after this patch is put in everyone here pushing for this to get implemented will be right back here crying about how the top guilds in the game are allied up absolutely slaughtering everyone 24 hours a day. There are countless threads already on how tombs is 'flawed' because people are getting run over by the top guilds constantly.
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By making the various teams allied within each war party, but a seperate unit, you eliminate the potential problems from party-effect spells. *shudders to think of the effect of 8 monks all casting heal-party at once*. Of course, you are going to have one war party try to have 32 rangers, each casting spirits, but maybe by the time this gets implemented, A.net will have fixed spirit spams so that each ranger can only have one of each spirit they have a skill for.
I've been told, this of course having not been confirmed, that A.net did a couple tests with really, really large battles, to see what would happen. Apparently, it was favorable, but I'm not sure as to the specifics.
Anyway, I once again ask that, should a member of the A.net team read this: GIVE US A WAR!
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Jul 14, 2005, 01:55 AM // 01:55
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#97
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Forge Runner
Join Date: May 2005
Location: The Infinite Representation Of Pie And Its Many Brilliances
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Amen. Give us a war, or forever will we have to put up with tiny small scale guild "skirmishes" at best that give no feeling of motivation or of being immersed in a real fight.
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Jul 14, 2005, 03:39 AM // 03:39
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#98
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Desert Nomad
Join Date: May 2005
Location: European Server or International
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Three cheers for bumpage and optimism!
/cheer
/cheer
/cheer
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Jul 14, 2005, 03:57 AM // 03:57
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#99
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Frost Gate Guardian
Join Date: Mar 2005
Location: Silverdale, WA
Guild: Confuzion
Profession: W/Mo
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That be friggen sweet, but would take a hell of a lot of corrdination on the teams' part.
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