Feb 03, 2010, 10:09 PM // 22:09
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#1
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Currently residing in ToA dis 1
Profession: Mo/
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Revamp HA ideas
In a effort to bring in more players to this aspect of the game...what if there were an optional HA with locks on titles. For instance, titles 1-3 compete and cannot play higher levels. 3-6, 9+
Seems like an effective way to infuse new life into this dying(dead) part of the game
kade
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Feb 03, 2010, 10:21 PM // 22:21
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#2
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Frost Gate Guardian
Join Date: Nov 2009
Location: Florida
Guild: Don't Rage [シシ]
Profession: W/E
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That would only limit the amount of teams/players you will be playing against, atealst for the higher ranks.
Good for lower ranks though.
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Feb 03, 2010, 10:23 PM // 22:23
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#3
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Krytan Explorer
Join Date: Nov 2008
Location: Canada
Guild: Gangsters In The [HooD]
Profession: Rt/
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i enjoy timer restarts....
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Feb 03, 2010, 10:55 PM // 22:55
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#4
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Wilds Pathfinder
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Put monsters in HA so we can farm them. The only way to revive PvP is to turn into a successful format, i.e. PvE.
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Feb 03, 2010, 10:57 PM // 22:57
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#5
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Desert Nomad
Join Date: Sep 2006
Location: Virginia
Guild: Spirit of Elisha
Profession: W/
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I used to enjoy pvp but I'm done with all forms of pvp now since you basically need a bot to be competitive. I'm not willing to buy or download a cheat bot so it doesn't look like I'll be able to compete.
What's the point of doing pvp if you're at a big disadvantage to the cheaters in every match?
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Feb 03, 2010, 10:57 PM // 22:57
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#6
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Wilds Pathfinder
Join Date: Mar 2006
Profession: Mo/Me
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i would luv this, probably cuz im low ranked lol
and i think it would be easier for to find group and more low rank would join the game
Anet first bring title into HA, why not use it to rez the pvp
of coz there r some problem such as mix rank but shouldnt be a big deal
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Feb 03, 2010, 11:08 PM // 23:08
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#7
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Frost Gate Guardian
Join Date: Dec 2009
Location: IGN: X Ghoul
Guild: Mega M O R P H I N Power Ranger [pR]
Profession: Rt/W
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Quote:
Originally Posted by TheRaven
I used to enjoy pvp but I'm done with all forms of pvp now since you basically need a bot to be competitive
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More and more people are starting to use bots in HA and more people are downloading it like it's free candy. Back on topic, I really doubt that this will give more life to a (slowly) dying format.
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Feb 03, 2010, 11:09 PM // 23:09
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#8
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Frost Gate Guardian
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Quote:
Originally Posted by TheRaven
I used to enjoy pvp but I'm done with all forms of pvp now since you basically need a bot to be competitive. I'm not willing to buy or download a cheat bot so it doesn't look like I'll be able to compete.
What's the point of doing pvp if you're at a big disadvantage to the cheaters in every match?
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Does this now mean you need to have rank/version x of a bot to get into groups?
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Feb 03, 2010, 11:41 PM // 23:41
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#9
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Krytan Explorer
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gogo alt accounts!
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Feb 04, 2010, 12:03 AM // 00:03
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#10
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Frost Gate Guardian
Join Date: Oct 2005
Location: USA
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Here's another idea: do away with rank farming. Then everyone will become happy, and friendly and helpful toward everyone else :P
Last edited by cognophile; Feb 04, 2010 at 12:06 AM // 00:06..
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Feb 04, 2010, 12:11 AM // 00:11
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#11
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Pyromaniac
Join Date: Aug 2005
Profession: Mo/W
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Quote:
Originally Posted by cognophile
Here's another idea: do away with rank farming. Then everyone will become happy, and friendly and helpful toward everyone else :P
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how do you people survive past your 10th birthday with such a poor understanding of human beings?
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Feb 04, 2010, 04:31 AM // 04:31
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#12
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Desert Nomad
Join Date: May 2005
Location: America
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Some random ideas I've thought of during the excitement of halls timer resets:
--Map Rotation --
1-Underworld
2-Unholy Temples
3-Fetid River
4-Forgotten Shrines
5-Courtyard
6-Golden Gates
7-Sacred Temples
Full runs are a thing of the past. Objective map sooner to discourage shitways, burial mounds and antechamber out.
--Hall of Heroes --
Cap Points
-Additional cap point near chest spawn
-Bring yellow / red base cap point to area in front of bridge
-Add party buff for holding alter cap point, +10% damage
King of the Hill
-Only available with 3 teams
Relic Runs
-Only available with 2 teams
-Teams use yellow and red bases (no advantage for holding team)
The goal here is to make HoH more fair and more fun.
--New HA Incentive--
-HoH chest now randomly drops a Ghostly Key that cannot be traded, say at a 5-10% rate rather than a Z-Key
-Ghostly Keys can be redeemed for brand new weapon skins that are automatically customized and have an inscription slot
For whatever reason GW players have a massive hard on for difficult to obtain items. A unique item that can only be obtained by winning HoH would encourage more players, maybe even some new ones to try to reach that level rather than fame and quest farming.
--New HA Title--
-A title that is based on HoH wins (1 point per win)
Obviously it would be much easier to obtain points for this title during the very dead hours, but that's also when it's most difficult to get good fame runs. Like it or not people pug with titles, this would give new players a faster track for an HA title, but it also requires more skill.
--Double HA Weekend--
-Double fame and double new proposed title
-HoH is King of the Hill only with more than 2 teams
-Up to 5 teams in HoH, 20 minute matches
Last edited by Krill; Feb 04, 2010 at 05:34 AM // 05:34..
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Feb 04, 2010, 08:40 AM // 08:40
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#13
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Wilds Pathfinder
Join Date: May 2007
Guild: Kaons Banned Fecal Super Team [Ban]
Profession: Mo/A
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Why would you eliminate Ante though?
That's actually a pretty decent map except for the fact that you can block the gate levers with 1 person.
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Feb 04, 2010, 02:21 PM // 14:21
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#14
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Desert Nomad
Join Date: May 2005
Location: America
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Quote:
Originally Posted by kedde
Why would you eliminate Ante though?
That's actually a pretty decent map except for the fact that you can block the gate levers with 1 person.
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I don't like it for the same reason HoH cap points suck the way they are, the splits are too far. Some time ago I suggested imperial isle style teleports to speed splitting but in the end this is HA, not GvG. Given the choice between an improved antechamber or putting sacred temples back in as the last map, the later would be easier to implement and likely more fun.
Also, to expand on my reasoning for HA exclusive weapons since I've slammed anet for frivolous projects in the past. When favor was based on HoH holding it did encourage random PvE players to try tombs so they could get into UW and FoW, in fact that's why I first took the plunge sitting in ToA. So there is precedent for a link between HA and PvE. I don't agree at all with people like Borat that HA is honorable or srs bsns, it's always been defined by gimmick builds and terrible players. Simple fact of the matter is we need more players and it doesn't matter who they are.
Last edited by Krill; Feb 04, 2010 at 02:32 PM // 14:32..
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Feb 04, 2010, 02:31 PM // 14:31
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#15
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Frost Gate Guardian
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Quote:
Originally Posted by X Ghoul
More and more people are starting to use bots in HA and more people are downloading it like it's free candy. Back on topic, I really doubt that this will give more life to a (slowly) dying format.
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What kind of bot are there in HA? I thought it would be very difficult to program a bot for the complexity of HA.
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Feb 04, 2010, 04:49 PM // 16:49
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#16
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...is in denial
Join Date: Sep 2006
Location: Hyperion
Guild: starcraft 2
Profession: P/Me
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i have alt accounts that i could play with to pwn some r0's
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Feb 04, 2010, 05:19 PM // 17:19
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#17
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Forge Runner
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1) To revive HA, they need to make it 'PvE'-friendly in a positive way (Not by allowing PvE builds to exist in PvP -sway-). Right now, the gap is way to big for PvE'ers to cross over from PvE to HA without resorting to shitbuilds for the rest of their GW carreer. (Cough, contagion guilds, cough hexway guilds, cough rspike guilds)
Re-introduce the original build-in templates GW had. This was a good idea, tough some of the builds were shit (Paladin, wtf?) the concept is solid. Give PvE'ers EXAMPLES of effective bars.
2) KoTH. The only true HoH style HA deserves. Anyone who played during the old days will agree that it was MORE FUN. I don't even give a sht anymore if lame hyperdefensive builds only won (which they didn't), noone will disagree on the fact it simply was more fun, regarding of lame builds.
3) Re-introduce broken tower with Kill Count, however make it so that kills give you 1 point, Ghostly kills 2 points, First kill double points, and for every 800 damage your team puts out without getting kill (Kinda like GvG tie breaker) you also gain an additional point. *And a kill resets this* These way, degen/pressure teams have a fair chance compared to spikes. (Spikes WILL get "spike" points, but nearly no damage points. Pressure teams WILL eventually scrape points merely due to degenning them out.
4) Re-introduce Scarred Earth, albeit with some modifications. Allow for a full team regen -hp and energy- after the first battle, before the gates can be opened.
5) Re-introduce Sacred Temples, this map was fun, regardless of what people say.
6) NEVER, EVER re-introduce Cap Points or Relic run in the HoH. It's boring to play AND observe. Relic Run, up to this day, is fcking retarded. Have 2-3 people running around the center shrine in the last 5 seconds, all trying to cap as late as possible is fcking retarded, and not competitive in the least bit. You might as well have people /roll for whoever wins such a scenario.
Cap points simply is retarded, bottom line. Anyone who has an IQ of over 90 will understand that winning Cap Points is about being as passive as you possible can. NOT engaging or getting engaged at will eventually net you the win. It doesn't matter how many shrines there are. In a 3way scenario, the third team is ALWAYS going to passively benefit the first 2 duking it out over a shrine...
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Feb 04, 2010, 05:21 PM // 17:21
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#18
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Wilds Pathfinder
Join Date: May 2007
Guild: Kaons Banned Fecal Super Team [Ban]
Profession: Mo/A
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Quote:
Originally Posted by Krill
I don't like it for the same reason HoH cap points suck the way they are, the splits are too far. Some time ago I suggested imperial isle style teleports to speed splitting but in the end this is HA, not GvG. Given the choice between an improved antechamber or putting sacred temples back in as the last map, the later would be easier to implement and likely more fun.
Also, to expand on my reasoning for HA exclusive weapons since I've slammed anet for frivolous projects in the past. When favor was based on HoH holding it did encourage random PvE players to try tombs so they could get into UW and FoW, in fact that's why I first took the plunge sitting in ToA. So there is precedent for a link between HA and PvE. I don't agree at all with people like Borat that HA is honorable or srs bsns, it's always been defined by gimmick builds and terrible players. Simple fact of the matter is we need more players and it doesn't matter who they are.
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The splits are too far?
Party heals can almost reach from one end to the other, and this map is actually the only one where you can force a team to split up in more ways than sending back one monk and sending off a warrior and a ranger, simply due to the fact that it isn't tight and confined as halls cap points.
Not that I wouldn't like sacred temples back, but out of the bunch of maps, I think ante is the most tactically interesting one we currently have.
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Feb 04, 2010, 06:23 PM // 18:23
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#19
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Krytan Explorer
Join Date: Aug 2005
Guild: Fast As A Turtle[WoOm]
Profession: W/E
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The objective of some maps in HA is too complicated for PvErs to grasp.
I remember when I first played unholy temple, i was like WTF?? im getting owned.
When capture points was first introduced, I was completely clueless for 3months and i was like r10or11 at the time so imagine a r0 trying to learn it?!
Playing HA is like playing chess with 4different rules!(kill,capture,relics,holding)
solution: make it all kill maps, easy to understand and you will get ppl to come again. The negative effect is insane gimmicky builds which of course can be balanced with skill updates.
Theres too many arenas to choose from with such a small population of pvpers, RA, 3different AB(normal AB,jade quarry, and that other one) and CA.
solution:If you eliminate all of those arenas, a small percentage of those people will come over to HA thus increasing HA activity.
Think of it this way, theres 10rooms to choose from and 100ppl can decide to enter the room or stay where they are, on avg each room will have 10 or less ppl. Now if you down the rooms to 2(HA and GvG) on avg each room will have 50 or less ppl, the theory is a little wrong to compare with GW but its the best i can do.
Also for those who say the signature of HA is its variety and if you kill all other objectives you essentially kill HA, thats true but ppl who want to preserve HA is like 500ppl out of 10k players?! and I say F*** that, the majority of ppl will probably be happier with an easier to grasp concept of HA.
THE ONLY DRAW TO HA IS EMOTES TRUST ME and WINNING thats why I still play at r13!!!
I play to win and to get rich from chest drops, I dont care about the lame objectives of HA and if anything its hurting the arena as the ppl leaving rate(bored of game) is much higher than ppl joining the arena(cant understand objective too complicated i rage quit and go pve where all i have to do is kill kill kill)
Last edited by diabiosx; Feb 04, 2010 at 06:53 PM // 18:53..
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Feb 04, 2010, 06:26 PM // 18:26
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#20
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Desert Nomad
Join Date: May 2005
Location: America
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Quote:
Originally Posted by kedde
The splits are too far?
Party heals can almost reach from one end to the other, and this map is actually the only one where you can force a team to split up in more ways than sending back one monk and sending off a warrior and a ranger, simply due to the fact that it isn't tight and confined as halls cap points.
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Yes I definitely think the distance between shrines in antechamber is too far with a poor layout that leads to unpredictable splitting. Most of the time the map comes down to who can endure the switch block longest, take center and roll up the other team into their base, at which point they have no realistic chance for a productive split and comeback. This is in stark contrast to forgotten shrines, which I'm not a huge fan of but at least you can use a variety of different tactics and use the timer smartly to win.
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