May 09, 2007, 09:49 AM // 09:49
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#21
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Yeah, they are, for a laugh. I prefer not to have them on my teams, unless they are very cooperative. Most of these guys run off to annoy people somewhere so they aren't a very valuable asset to a team imo. Theres no utility to support the rest of the team on them too, but hell, many people think AB is a solo game and they believe the others are there because there has to be someone to kill somewhere.
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May 09, 2007, 10:52 PM // 22:52
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#22
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Frost Gate Guardian
Join Date: Mar 2006
Location: Philippines
Guild: Lycans of Moondash [WOLF]
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Quote:
Originally Posted by bungusmaximus
many people think AB is a solo game and they believe the others are there because there has to be someone to kill somewhere.
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Thats the annoying part. I'd have hoped that, if those people who say "I'd pwn joo in (1v1 / PvP)" were actually as practiced in the other areas of PvP such as HA/HoH, TA, GvG, that they would have more coordination in a group...
What people tend to misunderstand about AB is that it is not as "noobish imo" as people label it, the fact that the 3 groups of four have to somehow coordinate and on at least some fundamental level work together, as well as function properly as a group of four demands around as much as any other form of PvP.
What makes people look down on it is most probably from the PUG experience. Undisciplined groups and players who just don't care about the outcome of the battle because they're just around to kill large numbers, or, more often than not, killed BY large numbers. I wouldn't be surprised if it was the same people who also say "AB is for noobs, it sucks" "Let's mob at rez shrine" <- When the kurzick are in the lead)
Would be really cool to see things get better in ab. But what can you do...?
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May 09, 2007, 11:13 PM // 23:13
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#23
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Ascalonian Squire
Join Date: Apr 2007
Guild: HELL
Profession: W/
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I cant for see anyways to make it better/ fix the mobbing. Can anyone?
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May 10, 2007, 04:35 AM // 04:35
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#24
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Wilds Pathfinder
Join Date: Jun 2006
Location: Zul'Aman
Guild: Umes Uranger U[bot]
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It's the players' choice to mob or to do whatever they want on the field. As such 'fixing it' is probably not a good action. You've got the option to try to direct your team and/or the other teams, and to avoid opponent mobs.
I think AB wouldn't be as fun if every team were tightly organised capping machines.
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May 10, 2007, 05:21 AM // 05:21
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#25
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Frost Gate Guardian
Join Date: Mar 2006
Location: Philippines
Guild: Lycans of Moondash [WOLF]
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That is why I said "Would be really cool to see things get better in ab..."
I meant it in a wishful thinking kind of way. I doubt it'll happen, but if by some miracle, the average PUG bloke's level of awareness, discipline and grasp of the importance of basic battle tactics and teamwork was somehow elevated, it would make the rest of us (who try to enlighten and guide the less informed) very happy. Not to mention less frustrated...
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May 11, 2007, 01:34 AM // 01:34
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#26
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Ascalonian Squire
Join Date: Apr 2007
Guild: HELL
Profession: W/
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How about no shrine(mobbing) servers and shrine(capping) servers?
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May 11, 2007, 06:13 AM // 06:13
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#27
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Frost Gate Guardian
Join Date: Mar 2006
Location: Philippines
Guild: Lycans of Moondash [WOLF]
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No shrine (mobbing) servers? sounds interesting, but what would there be to determine the win? kill count? or the length of time players can stay alive while mobbing?
If thats the case, they should take the minion cap off for that form of AB. lol that would make things interesting... and also so that its a true full blooded war.
I still think it would be better if they included more variants.
Ex. Capping(normal ab), killcount, protect base/npc, last man standing (both sides fight until one gets wiped out (no rez or limited rez, once you die(1-3x), you're out of the fight) It can't be that hard to change things, coz the coding is already existing in RA and TA, all Anet would have to do is add it to AB with only minor changes here and there, no need for completely new code(programming).
-->"I think AB wouldn't be as fun if every team were tightly organised capping machines."
Maybe thats true, but I kind of doubt it. People being undisciplined mindless tools can take the fun out of AB, especially when 8 people of your side are doing absolutely nothing for the win...
The Following is me from last week, and in not so rare games where we got the crappiest PUG's ::
me: spread out and cap, avoid the mob and cap around em or we lose
them: *no replies in chat* (run to fight mob, die, either fight just outside the Luxon gate at mid, or run back into the mob, die, repeat)
me: ....*sigh* "what part of cap and move, avoid the mob" can't you ppl understand?!?!
Last edited by b-M-d; May 11, 2007 at 06:23 AM // 06:23..
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May 11, 2007, 11:28 AM // 11:28
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#28
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Quote:
Originally Posted by b-M-d
Maybe thats true, but I kind of doubt it. People being undisciplined mindless tools can take the fun out of AB, especially when 8 people of your side are doing absolutely nothing for the win...
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QFT, the fun starts if both sides try hard. In games like that there's no leavers either. I hate it when people suck and then leave because they lose. People sucking is bad enough but people giving up so fast is just plain lame. AB isn't supposed to become a second RA where your teams leaves time after time before the gate even opens.
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May 11, 2007, 05:19 PM // 17:19
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#29
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Frost Gate Guardian
Join Date: Mar 2006
Location: Philippines
Guild: Lycans of Moondash [WOLF]
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Quote:
Originally Posted by bungusmaximus
. People sucking is bad enough but people giving up so fast is just plain lame. AB isn't supposed to become a second RA where your teams leaves time after time before the gate even opens.
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Well said, yeah, leavers... *sigh* thats another story.. another weird thing is when people say "we lose" when the score is like: 52 (kurz) 34 (Lux) lol... the $&#@*& game's just started! The fact that in some games you can make a comeback from 372(kurz) 190(Lux), and get a 502(lux) 450+(kurz) win and feel good about yourself coz you were a part of an amazing comeback and win...
Perhaps its because people prefer the easy win and would rather leave a battle that may be a challenge to win...
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May 11, 2007, 09:25 PM // 21:25
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#30
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Ascalonian Squire
Join Date: Apr 2007
Guild: HELL
Profession: W/
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Seems like that, no one like s challange. But, 90% of people in Guild Wars Guru seem to like a challange. Then why doesnt 90% of the game like a good fight? Maybe GWG is just the best.
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May 14, 2007, 05:19 AM // 05:19
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#31
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Frost Gate Guardian
Join Date: Mar 2006
Location: Philippines
Guild: Lycans of Moondash [WOLF]
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Ahhh so nice when you get 3 experienced groups in ab... just had two really good comeback wins earlier, Luxons were down by 150 pts (257-396) and put the pressure on for a 502-478 win, and for the other one it was (56-78(or 87)) came back and took all shrines for a 300+/100+ knock-out win
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May 14, 2007, 04:45 PM // 16:45
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#32
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Wilds Pathfinder
Join Date: Nov 2005
Guild: Apathy Inc [AI]
Profession: R/Mo
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just allow human teams of 12, deep/urgoz style. none of this 3 teams of 4 foolishness where you get paired up with 8 random players who fail at the game. then AB might be a little more exciting.
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May 14, 2007, 09:52 PM // 21:52
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#33
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Ascalonian Squire
Join Date: Apr 2007
Guild: HELL
Profession: W/
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I sense a "All abers are scrubs" argument coming on.
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May 14, 2007, 11:26 PM // 23:26
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#34
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Frost Gate Guardian
Join Date: Mar 2006
Location: Philippines
Guild: Lycans of Moondash [WOLF]
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the people that say that are usually the ones that can't hack it, or are in the middle rung of PvP, the skilled PvP players grasp how ab works and don't diss it..
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May 14, 2007, 11:40 PM // 23:40
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#35
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Forge Runner
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Quote:
Originally Posted by b-M-d
the people that say that are usually the ones that can't hack it, or are in the middle rung of PvP, the skilled PvP players grasp how ab works and don't diss it..
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Actually, every PvPer I know disses the average quality of AB. However, a lot of people I know would really enjoy AB if you were allowed to enter 12 people all on vent together. However, getting matched with 8 other retards is annoying and not at all fun. Having a 12v12 match with 24 competent organized players... that would be fun.
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May 15, 2007, 12:51 AM // 00:51
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#36
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Ascalonian Squire
Join Date: Apr 2007
Guild: HELL
Profession: W/
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12 people on a vent together, sounds like GvG to me. I would like a nice pickup game of AB mostly(I dont come to stand around and wait for a group that needs me). But sometimes I would like to have an experanced team with me.
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May 15, 2007, 01:55 AM // 01:55
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#37
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Frost Gate Guardian
Join Date: Dec 2005
Location: In da islands mon
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Thats why anet should keep the system they have now, The Ra of ABs.
And then have 12 man teams, the TA of ABs.
Come on anet Do it!
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May 15, 2007, 05:31 AM // 05:31
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#38
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Quote:
Originally Posted by b-M-d
the people that say that are usually the ones that can't hack it, or are in the middle rung of PvP, the skilled PvP players grasp how ab works and don't diss it..
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ROFL like that rank 9 dude that was on my team yesterday, the poor thing suicided itself on a crowded res shrine when he found out my team wasnt following him (We're not all spartans you know).
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May 15, 2007, 05:41 AM // 05:41
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#39
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Frost Gate Guardian
Join Date: Mar 2006
Location: Philippines
Guild: Lycans of Moondash [WOLF]
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Quote:
Originally Posted by TheOneMephisto
Actually, every PvPer I know disses the average quality of AB.
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Quote:
Originally Posted by hhslf
12 people on a vent together, sounds like GvG to me.
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Ok, so I was wrong. :P and yeah 12 man teams on Vent in ab would be nice, but its true, sounds alot like GvG... If such were the case they may as well rip out the AB outposts and make AB accessible directly from a guildhall straight into the battle. Groups being formed in the GH, composed of guests, alliance folk and guildies. battle map still changes according to the W/L ratios, just no outposts to show where the map is at..
Or just one outpost where ALL the 12 man teams are formed, and each group gets zoned to a different map based on how many groups are doing battle where, in effect simulating an actual front line that is ever shifting.
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May 15, 2007, 08:38 AM // 08:38
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#40
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Frost Gate Guardian
Join Date: Mar 2006
Location: Philippines
Guild: Lycans of Moondash [WOLF]
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Quote:
Originally Posted by bungusmaximus
ROFL like that rank 9 dude that was on my team yesterday, the poor thing suicided itself on a crowded res shrine when he found out my team wasnt following him (We're not all spartans you know).
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LMAO, poor guy.. you know, that happens to me sometimes, but its mostly coz people aren't right behind me when I cap, cept in my case we're not talking about a crowded rez shrine, its usually a shrine away from the mob with only NPCs...
That sort of thing pretty much only happens when I join a PUG.. :P
Alot of people seem to think that capping and holding the rez shrine is the difference between winning and losing, its not. Even if 8/12 defend and hold either of the rez shrines on any map, they effectively leave the rest of the shrines open for capping while the unlucky 4 who aren't mobbing try to work twice as hard to cap quick, though still resulting in a loss for them most of the time. :P
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