May 21, 2007, 11:13 PM // 23:13
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#61
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Krytan Explorer
Join Date: Jun 2006
Guild: None, I don't play anymore.
Profession: Mo/W
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If Anet just changed BT to something besides Kill Count it'd be OMFG AMAZING. Seriously. Just that little change.
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May 21, 2007, 11:30 PM // 23:30
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#62
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Krytan Explorer
Join Date: Jun 2006
Guild: Steel Phoenix[StP]/Terror Of The Justice Salmon[FisH]
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Quote:
Originally Posted by gasmaskman
If Anet just changed BT to something besides Kill Count it'd be OMFG AMAZING. Seriously. Just that little change.
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That on its own wouldn't fix things,a step in the right direction,but definitely not the way to sort it out.You also have courtyard to worry about,thats currently a killcount.
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May 22, 2007, 12:33 AM // 00:33
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#63
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Jungle Guide
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The problem is one killcount map is still enough to kill off a hex or a build with utility/not carrying mass damage. Also, I have no problem with multiple objective halls as long as it isn't a 3 way relic run or AB... although capture points isn't TOO bad...
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May 22, 2007, 07:22 PM // 19:22
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#64
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Lion's Arch Merchant
Join Date: Aug 2005
Profession: W/E
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Quote:
Originally Posted by B Ephekt
- Delete and replace all the maps, or resize them to allow for tactical positioning and movement as well as splits. Maps will have two main paths; a front path leading to the central flag stand and a back path leading to the other team's base. Other minor paths may be added for variety.
- Give each team an enclose base with a locked door. The door may only be opened by the opposing team with the aid of an NPC called a Thief.
- Station the Ghostly Hero in either base; add 2 Knights and a Body Guard to protect him; add 3 Archers and 2 Footmen to protect the base entrance.
- Remove alters, kill count and relic runs replacing them with a central flag stand. The flag stand is capped by running a flag to the obelisk. When a team holds this flag stand for two whole minutes they gain a morale boost.
- Add a mechanic that forces players to tie up matches that have gone on too long. At 10 minutes all players receive a +50% damage buff, but take 25% more damage. At 15 minutes the Ghostly leaves the base and moves to the central flag stand with any remaining NPCs.
- Allow players (and the Thief) to resurrect at a shrine inside their base every two minutes. Players who reach -60Dp will no longer rez at base and must me rezed by a teammate.
- Add the following win conditions: Infiltrate the enemy's base and kill their Ghostly Hero; DP an entire team to -60.
- Base match making on average team rank. For example, if an r3 team, an r5 team, an r7 team and an r9 team all enter at the same time, the r3 and 5 team will face each other while the r7 and 9 team will face each other.
- Make losses incur a fame penalty equal to the amount that swung in the balance for that match. For example, a loss on your 5th match would incur a 6 fame penalty, while a win would award 6 fame.
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With those changes, we might as well name ha GvG2. Sorry but some players like HA playstyle over gvg thats why they play there. what you are asking for is getting fame for doing gvg.
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May 22, 2007, 09:09 PM // 21:09
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#65
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Forge Runner
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Quote:
Originally Posted by streets101
With those changes, we might as well name ha GvG2. Sorry but some players like HA playstyle over gvg thats why they play there. what you are asking for is getting fame for doing gvg.
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I actually read a suggestion in the suggestion forum to let HoH rotate between a few GvG maps, with Guild Lords and all.
but its pretty retarded to do that
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May 22, 2007, 11:06 PM // 23:06
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#66
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Desert Nomad
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Quote:
One reason that altars>killcount: More people would HA, which would mean more groups, less skips, easier to find a pug, and generally more fun, and winning halls (might) mean something (kind of) as you probably didn't skip half the maps. Seriously, practically nobody HAs any more. Also, altars encouraged holding but you could still do well without building completely for it, whereas killcount REQUIRES mad offense or a spike.
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You said your reasons, not objective reasons.
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