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Poll: What kind of victory conditions should be in HOH?
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What kind of victory conditions should be in HOH?

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Old Nov 13, 2007, 10:02 PM // 22:02   #101
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There we go, Now Altar is leading by double...

Last hope for ha...
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Old Nov 13, 2007, 10:51 PM // 22:51   #102
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3 good ways to solve..

1) prophecies \factions only server.

2) back to oldschool holding

3) get rid of capture points and relic runs, leave king of the hill.
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Old Nov 14, 2007, 05:00 AM // 05:00   #103
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I'd like to see a KotH similar to those in FP shooter games. Lay a few altars around and have the hill changed at random from altar to altar after some time controlling the current one. Obviously current hill would be displayed in radar.

that be fun. "ok we got it! GO GO GO!!"

Last edited by firestorm10; Nov 14, 2007 at 05:03 AM // 05:03..
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Old Nov 14, 2007, 05:23 AM // 05:23   #104
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Quote:
Originally Posted by firestorm10
I'd like to see a KotH similar to those in FP shooter games. Lay a few altars around and have the hill changed at random from altar to altar after some time controlling the current one. Obviously current hill would be displayed in radar.

that be fun. "ok we got it! GO GO GO!!"
I like the idea

Capture Points / KotH hybrid..

-> 3 capture points
-> one active point
-> active point changes every minute or something

At least for the opportunity to see 24 people running from point to point
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Old Nov 14, 2007, 09:00 AM // 09:00   #105
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Quote:
Originally Posted by Chris Blackstar
Last suggestion: Running the guntlet

In this battle the first player from either team to go the farthest or finish first wins. You have to run threw a line of towers that spit out flame arrows, pioson arrows, and snow balls, as well as crossing lava with submerging rocks and ice sheets.
HA was a PvP arena the last time I checked.

As for the other 2, I think the first one is quite pointless as we already got relic runs. It also sounds like a very long match. The second has a lot of potential, has to be implemented very correctly though. This type of match can easily be abused by some lame builds that we don't wanna see, though it will bring back Lingering Curse! ah I miss that skill...

Quote:
Originally Posted by Green Power Ranger
1) prophecies \factions only server.
That would be godly, but Anet won't do it because they want to make money by forcing people to buy the new expansions (a pvp player must buy expansions because he must have the skills).
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Old Nov 14, 2007, 04:47 PM // 16:47   #106
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Quote:
Originally Posted by Chris Blackstar
I would like to rock the boat on this one, because HA is primary responsible for skill balance the has destroyed GW as we know it and lead to the creation of GW2 which we all know after the first 3 month we be destroyed too unless they seprate PvP and PvE.

Anyway get away from the focus of just killing (Elimination matches)

First suggestion: Capture the flag, in this battle a team would have to capture the opposing teams flag and run it back to their base, the defender team would have to defend the flag. the first team to score 3 wins. If a captured flag is drop, the capture and defend team switch, if a flag is captured they switch. Key stragity would be knockdown and speed with counters.

Second suggestion: battle of the ghostly heros

In this senerio the ghoshly heros would fight each other, the teams would have to keep their heros alive, first one to die that team loses. Conditions on the heros, they also have -5 health degen. Second all players have -3 energy degen

Last suggestion: Running the guntlet

In this battle the first player from either team to go the farthest or finish first wins. You have to run threw a line of towers that spit out flame arrows, pioson arrows, and snow balls, as well as crossing lava with submerging rocks and ice sheets.

Of course you can still have one or two kill maps, but I believe this would serve to add balance to the game. IMO
Probably the worst suggestions I've heard yet, which is saying something.

We already have capture the flag. It's called a relic run. It's a fun game mechanic which encourages map awareness, and because it actually requires some strategy, which would be too much to ask from the average ha'er right now, Sacred Temples was dropped for alliance battle mode. Relic runs, or even your tweak on it, do not work well in a 3-way. It's just a cluster RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO.

The other two suggestions are just fruity pve-type twists which would be awful in 1v1, let alone a 3-way. This is PvP, not PvE challenge mode. There was nothing wrong with HoH to begin with. The only reason they changed it is because people with no experience would skip to HoH, get their ghost blocked or forget it entirely, then run crying to forums demanding changes. I remember blocking ghosts back in the day, some teams would yell at you in capslock: "U RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOING NOOBS! U R BAD AT THE GAME!" That's who anet catered to in their changes to HA.
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Old Nov 14, 2007, 05:08 PM // 17:08   #107
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Just thought Id resurface this since it got lost in the argument of old school altar holding.

http://www.guildwarsguru.com/forum/s...0214511&page=3

Altar holding was great, but I still favor rotating objectives. However in current implementation they are kinda slow, and not very active matches.

Things of Interest in the post if you dont feel like reading

Cap pts, change the point mechanic to the morale mechanic like costume brawl / hero battle.
Add more shrines as well

Relic run, change to cap lasts wins, add a first to 20 capped wins condition so you dont see 8-8-8 or 8-8-9 matches

Quote:
Originally Posted by Kyp Jade
The Rotating objectives is the way to go, its fine really, except for the Cap points and Relic run need to shift a little blit. Example later in post, but first.

Stop QQing about ganking in the current meta, ganking has existed since tombs was created and teams could get to halls consistantly. It wasnt there so much in the 5 way altar holding (often times you dont face a team at all even), but in the 3 way I've experienced pleanty of ganks. Lots of people were good enough and of the mindset, lets kick them back to underworld, and race them back here so we can hold for an hour.

Im not even going to get into skill balance issues, because this format had its own problems, the skill vs map mechanic interaction brings out different imbalances in different skills.


As for changes to the current HoH, Keep it as rotating objectives, yes some skills will be much more powerful on some objectives, such as ward v harm on cap pts, or SONG OF CONCENTRATION on koth, but otherwise the rotating objectives helps a small amount to keep this from being to big of a problem, since you dont really need song to force a cap in relic run, allowing other teams that dont feel like taking such a gimmicky skill a fair chance to win the match,

The problems to the objectives however
Cap pts
not enough shrines, AND teams start with a shrine. The problem with adding more shrines, is that you have to redesign the map. You can do a few things which would be interesting.
Spread shrines out in the hallway to get a effect similar to antechamber, or spread shrines out in the center altar to get a new effect. You dont need more than the four shrines you do now really. This ALSO vastly decreases the power of AoE effects and ward v harm in conjunction, since you have four different areas in the center chamber that teams are focusing in, thats up to 24 different players spread out similarly in the KoTH match, which is much more itneresting than 24 players cramming themselves on the center altar and then exploding from AoE.

ALSO with a change to the map as i suggest above, or as an edit on its own, the point system in cap pts itself could be changed, the morale bar from costume brawl is an amazing example, fill up a morale bar for a point rather than cap/disable shrine before a timer. This greatly softens the blow of getting ganked by a team at the end, since a full team gank to your base means less if your holding a point somewhere else which is often the case.
As to how to implement these extra shrines, you could have them at the bottom of each teams steps inside the center chamber, or diagonal wise, just be certain you cannot stand in one spot to cap two shrines.

as for relic run, there are really only a few problems, first and foremost, last to cap wins. In a real match with teams of skill, the final score is usually 8-8-8, well isnt that boring. What you really desire in the map thats supposed to be the end of everythign is some interesting gameplays for a short amount of time, not people playing rock paper scissors in the center chamber like my guild does. I dont think a map change needs to be implemented in this case, however

First to cap wins is a possible solution, and should be implemented already , and yes you will come under pressure by both opposing teams if your winning, but thats already both in koth and in cap pts, so dont QQ. at least youll see 8-8-9 lol
Also in conjuction however, it should have the race feel to it, to prevent again the slow pace that you still would see when teams of skill are playing, (no one wants to get ahead) Possibly a first to 20 relic win condition on top of first to cap.


As for further balance changes, I really dont want to go into to much detail in this thread
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Old Nov 14, 2007, 09:26 PM // 21:26   #108
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As Natural says.. People complain at such small problems as getting their ghost stuck , or getting interrupted.. i mean if u cant stop those things then dont play HA..

Altar Holding needs to come back and revive HA again...
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Old Nov 15, 2007, 11:28 PM // 23:28   #109
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Yeah i agree.. Old halls was working.. New halls is RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOed up.. Why not go back ? ~~



Rit spike is back again... sigh..
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Old Nov 16, 2007, 12:49 AM // 00:49   #110
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old halls worked hence why i voted for it. as for holding builds argument i believe it never exsisted.
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Old Nov 16, 2007, 10:04 AM // 10:04   #111
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Quote:
Originally Posted by Sword
HoH fails now
Anet made horrible changes to halls, and is the reason that nobody good plays hoh anymore, it is simply unfun.

win conditions are retarded as teams can simply team up on the better team/full out gank/ etc.


add retarded skills / ruin pvp enviroments = dead game , gl selling GW2 anet (lol)
Best Post so far.
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Old Nov 16, 2007, 02:34 PM // 14:34   #112
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ye sword i agree they made it nerf. But not Everyone left cus of that they left cus it gets boring to fast and then anet ruins it even more when ppl are bored then they rage.
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Old Nov 16, 2007, 04:43 PM // 16:43   #113
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Quote:
Originally Posted by Legally
Best Post so far.
Yeah, it was very productive. /sarcasm
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Old Nov 16, 2007, 05:30 PM // 17:30   #114
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They should change it back to Interrupt-The-Ghostly marathons and every round should be an 8v8 slugfest; that was an interesting and dynamic gametype.

While they're at it, they should remove relic runs too mirite?
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Old Nov 16, 2007, 05:44 PM // 17:44   #115
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are people still playing HA? lol.
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Old Nov 16, 2007, 06:09 PM // 18:09   #116
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Quote:
Originally Posted by Thom Bangalter
They should change it back to Interrupt-The-Ghostly marathons and every round should be an 8v8 slugfest; that was an interesting and dynamic gametype.

While they're at it, they should remove relic runs too mirite?

??

Remove relic run from halls yes, but bring back sacred temples , or wth u on about
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Old Nov 16, 2007, 11:56 PM // 23:56   #117
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Quote:
Originally Posted by Legally
??

Remove relic run from halls yes, but bring back sacred temples , or wth u on about
Not 100% positive, but that maybe, just might've, possibly been sarcasm.

Lern2intanet
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Old Nov 17, 2007, 12:04 AM // 00:04   #118
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Quote:
Originally Posted by Ragnorak
Not 100% positive, but that maybe, just might've, possibly been sarcasm.

Lern2intanet
HA isnt well known for its bright sparks... and the HA forum is no exception

/sigh
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Old Nov 18, 2007, 12:41 AM // 00:41   #119
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Back to Oldschool Altar plz....
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Old Nov 18, 2007, 02:04 AM // 02:04   #120
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at least they should put DP back in halls... its just stupid that people can overextend wherever the hell they want and not be afraid to die
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