Jul 24, 2005, 07:47 PM // 19:47
|
#2
|
Lion's Arch Merchant
Join Date: Jul 2005
Location: Sweden
Guild: Shiverpeaks Wolves
Profession: N/Mo
|
Hmm you could have the choice of either doing it the original way or this way. That would show which players have stamina and strategy without the use of monks
|
|
|
Jul 24, 2005, 07:50 PM // 19:50
|
#3
|
Lion's Arch Merchant
Join Date: Mar 2005
Location: Norway
Profession: P/W
|
What's fun about playing gank?
|
|
|
Jul 24, 2005, 07:53 PM // 19:53
|
#4
|
Academy Page
Join Date: Jun 2005
Location: Texas
Guild: Appetite For Destruction
Profession: R/Mo
|
Frozen soil?
Actually, I know what you're trying to say. It'd be pretty fun and strategic.
I can see it becoming nothing more than 4 ele teams running in and counting down from 3, though.
Still a neat idea, nevertheless.
|
|
|
Jul 24, 2005, 07:58 PM // 19:58
|
#5
|
Frost Gate Guardian
Join Date: Jul 2005
Location: Random Arenas
Guild: Organised Spam [OS]
Profession: R/
|
Nice one. I agree with this idea. And as you said I'm suprised no one suggested this sooner.
|
|
|
Jul 24, 2005, 08:58 PM // 20:58
|
#6
|
Frost Gate Guardian
|
I'm not sure... I'm thinking, why should Vengeance and Unyielding Aura be allowed? I mean, rezing someone for 30 seconds is better than nothing - he might rez someone while he's alive, who might rez someone else, etc. Most people who have access to these skills would use them, and you'd end up playing pretty much the same game.
But then, if you forbid those two skills as well, you end up with an arena that's exactly like what we have now, except with a un-killable Frozen Soil spirit... where everyone would be playing without *ever* having to worry about rezing anyone, or about interrupting an enemy rez.
It seems to me like removing part of the tactical/skill aspect of the game... limiting the possibilities instead of creating new ones.
|
|
|
Jul 25, 2005, 02:04 AM // 02:04
|
#7
|
Frost Gate Guardian
Join Date: Jul 2005
Guild: ANZ
|
I think ressurrection add some tactical dimension to the fight. Remove it is like removing some depth out of the PvP.
|
|
|
Jul 25, 2005, 02:38 AM // 02:38
|
#8
|
Frost Gate Guardian
|
Quote:
Originally Posted by KelvinC
Remove it is like removing some depth out of the PvP.
|
That's entirely the point.
Speed of combat was my main intent behind suggesting it. There are days where the idea of a 30-minute single battle is boring. We've all felt this way at times and when you have no interest for long battles that center around nuances and capitalizing on minor mistakes... Gah, I'll fake a disconnect or suddenly have something in RL that seems more important - loading the dishwasher maybe.
Even if your guildies and/or friends are on, it doesn't mean they want to stop what they're doing and go game as a group... it can take :30 to put together an unscheduled team much less field it.
I guess on those days I should just PvE with some hench or random 4v4. I'm just trying to explore "fast gratification" GW ideas.
|
|
|
Jul 25, 2005, 02:46 AM // 02:46
|
#9
|
Frost Gate Guardian
Join Date: Jul 2005
Guild: ANZ
|
Quote:
Originally Posted by GW Monkey
That's entirely the point.
Speed of combat was my main intent behind suggesting it. There are days where the idea of a 30-minute single battle is boring. We've all felt this way at times and when you have no interest for long battles that center around nuances and capitalizing on minor mistakes... Gah, I'll fake a disconnect or suddenly have something in RL that seems more important - loading the dishwasher maybe.
Even if your guildies and/or friends are on, it doesn't mean they want to stop what they're doing and go game as a group... it can take :30 to put together an unscheduled team much less field it.
I guess on those days I should just PvE with some hench or random 4v4. I'm just trying to explore "fast gratification" GW ideas.
|
If the game is fast paced, the team setup must also be fast paced.
For example if on average each game lasts 1 minute, but the time you setup that fight costs another 2 minutes then it is no good.
People don't want to wait too long to just have a short period of fight. That is exactly the problem with the Tomb random PUGs issue.
|
|
|
Jul 25, 2005, 03:09 AM // 03:09
|
#10
|
Academy Page
|
It'd be pretty cool imho. When I'm playing my W/E and against a 2-monk team, I always have trouble because when I knock the crap out of their monks, they can just bring them back up in 3 seconds which really gets annoying killing the same person 4+ times. So, I'm for it =P
|
|
|
Jul 25, 2005, 10:25 AM // 10:25
|
#11
|
Krytan Explorer
Join Date: May 2005
Location: Melbourne, Australia
Profession: E/Rt
|
A better idea is to have more arena maps or game types with different terrain and conditions, like the Dragon's Lair mission. You can have a map with permanent frozen soil, a map with degen, random earthquakes, etc etc.
Maps with many pillars to block projectiles, with many hills and cliffs to aid projectiles, maps with winding narrow corridoors to make warriors more useful, etc. Maps with lava slowly creeping in from all sides, providing a time limit, but a fun one :P
Thus added strategy in coping with varying environments, rather than just "no rez!"
|
|
|
Jul 25, 2005, 10:58 AM // 10:58
|
#12
|
Frost Gate Guardian
Join Date: Jul 2005
Guild: ANZ
|
Quote:
Originally Posted by Rieselle
A better idea is to have more arena maps or game types with different terrain and conditions, like the Dragon's Lair mission. You can have a map with permanent frozen soil, a map with degen, random earthquakes, etc etc.
Maps with many pillars to block projectiles, with many hills and cliffs to aid projectiles, maps with winding narrow corridoors to make warriors more useful, etc. Maps with lava slowly creeping in from all sides, providing a time limit, but a fun one :P
Thus added strategy in coping with varying environments, rather than just "no rez!"
|
Yes I agreed your view. Thats the place where arena net should put more developer time on.
|
|
|
Jul 25, 2005, 03:17 PM // 15:17
|
#13
|
Ascalonian Squire
Join Date: Jul 2005
Guild: The Dark Faith
Profession: R/N
|
Quote:
Originally Posted by Rieselle
A better idea is to have more arena maps or game types with different terrain and conditions, like the Dragon's Lair mission. You can have a map with permanent frozen soil, a map with degen, random earthquakes, etc etc.
Maps with many pillars to block projectiles, with many hills and cliffs to aid projectiles, maps with winding narrow corridoors to make warriors more useful, etc. Maps with lava slowly creeping in from all sides, providing a time limit, but a fun one :P
Thus added strategy in coping with varying environments, rather than just "no rez!"
|
I like this much better.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 04:31 AM // 04:31.
|