Sep 20, 2006, 02:18 PM // 14:18
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#21
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Academy Page
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Less king of the hill.
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Sep 20, 2006, 05:03 PM // 17:03
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#22
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Desert Nomad
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The thing with doing fame per profession, is that things like Shock Wars would be looked down apon because of IWAY. Or a tainted warder could get a bad rep because of bspikes. CG rangers get a bad name because of ViM.
Creative, but I would be slightly upset if they actually implemented it.
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Sep 20, 2006, 09:47 PM // 21:47
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#24
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Quote:
Originally Posted by luilui
Bad lame idea imo, that will stop people from testing new builds, at the moment people are already complaining about the lack of creative builds. Fame reduction for every lose will surely make ppl more reluctant to try new builds.
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You lose rating for losses in GvG. You do not lose fame for losses in HA.
So do you see more creative builds coming out of HA or GvG? I see many more creative build concepts and ideas when I play GvG than HA. The reason is that people in GvG are seriously trying to gain the upper hand and win every match, while people in HA just want to use a build that will win most of the time and allow them to farm fame.
Quote:
Originally Posted by luilui
It will also be more difficult for ppl to get into new team as nobody will want to play with players that they dont trust. People are more likely to stick with the build/team that they know and worked well (like iway, b-spike, duel smite, migraine). And what about the new players? Are they going to go -50 fames before getting their 1st fame? Then take them 3 weeks or more to be positive? Dont see how would that make HA better.
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I guess it really depends on what you want HA to be. I'd rather it were a challenging area that required organized and coordinated teams, because I don't think Guild Wars works well at all in an HA-style PuG environment. It's too easy for one bad player to screw up everyone else, and with individual rating (Fame) a single bad PuG could screw your personal points up quite a lot. GW just doesn't seem to be designed for that kind of play.
Your point about new players is well-taken though. Maybe if Tombs were segregated such that as a group's total fame got higher, they would begin on a higher map in the Tombs ladder. Like a group that averages Rank 6 could start 4 matches into the tournament. That way newer players would be able to gain some fame and rank playing against other newbie players, and if they got far enough they would start to play against better and better people.
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Sep 21, 2006, 08:45 AM // 08:45
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#25
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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I deleted that tangent. Please keep this to discussion of changes you and others would like to see in HA, not a "Why Rank Sucks" thread.
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Sep 21, 2006, 11:36 AM // 11:36
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#26
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Lion's Arch Merchant
Join Date: Apr 2006
Location: The Netherlands
Guild: Lightning Strikes Twice
Profession: Mo/
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Quote:
Originally Posted by Wasteland Squidget
I deleted that tangent. Please keep this to discussion of changes you and others would like to see in HA, not a "Why Rank Sucks" thread.
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Still I believe that is the main change ppl want to see... and so right on topic... and ppl want to explain why...so you will end up with a "Why Rank sucks" thread...
Maybe a system of "fame immunity" can be build in...(like an unranked): an option where you select in advance if you want to play ranked... if so you gain AND lose fame, if not you dont gain or lose... no matter what the rest of the party is...
I am affraid that without a reset (which isnt a good idea either) that with fame loss non-ranked players never get a team, since a high ranked player dont want to waste his fame on PuG's
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Sep 21, 2006, 11:47 AM // 11:47
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#27
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Krytan Explorer
Join Date: Feb 2006
Guild: guildless
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Personally I agree about multiple, lets say, points of interest. It's an interesting aspect (tactical) of AB, it's a pity that AB is full of incompetance and the whole idea is somewhat lacking. Some maps in AB have different and interesting split potentials (6-6, 4-4-4, 8-4, etc) and it's a pity you're not even required to execute them in order to win.
King o the hill style on HoH map is based on 1 dias and I won't go as far as to say that best team wins, but rather most experienced. Interrupt ghostly ftw.
So yeah, more maps, more "control points", less king o'the hill. I'm not really into HA as it is now, but would like to if some things change.
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Sep 21, 2006, 12:49 PM // 12:49
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#28
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Frost Gate Guardian
Join Date: Oct 2005
Guild: www.peace-and-harmony.de
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- 6v6.
- More "gates" like the 2 relicruns. I could imagine maps with certain environment effects like they exist for GvG: Make maps where you gain only half adrenaline, maps with 25% more casttime, maps where arrows fly 2 times longer and such stuff. Add different winning conditions to each map.
- A final map in the style and size of Fort Aspenwood (forget the trees and castleambiente, it should be still in this shiny golden design) would be great. There could be different goals each round to win the map. The altar-only situation makes HoH boredom and drives many teams to run slow holding builds. I would like to see more teams in HoH aswell. It should be a real "battle" not a freakin cap/interrupt-fest.
- Add 1 special "superskill" in HoH for each class (like you can do in the last missions of Factions in PvE). That would make teams to stop running 4 rangers or 3 necros on a team and would add more diversity.
Peace
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Sep 21, 2006, 01:04 PM // 13:04
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#29
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Frost Gate Guardian
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i think any comment i make about rank will make this thread locked so i'm not going to.
i think it would be fun to have a map which is a 2-3 min version of broken tower or 1 on 1 courtyard, NOT the altar type, but the RACE to the altar, so a much longer map (not necessary be larger) and it'll take 2-3 min to run to the altar. Some area of map can have like a knockdown effect, another can be cripple or something. If both team start near/next to each other, then depending on the build people can decide rather they want to fight, or run, or slow down the opposing team at a particular area of the map. Maybe that's fun. A bit like relic maps but u cant body block (because both team start at the same point and go to the same place).
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Sep 21, 2006, 02:30 PM // 14:30
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#30
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Ascalonian Squire
Join Date: Apr 2006
Profession: R/Mo
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I would like to see random HA and HoH.
One spends far too much time trying to get into the "perfect group" with the "perfect build", and as a result some chars/people never get to play.
At least add a random arena as a choice *shrug*
My 2 cents -
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Sep 21, 2006, 02:43 PM // 14:43
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#31
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Desert Nomad
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IMO a random tombs arena would be the WORST thing added in the game. I mean my god, if you think rank is worthless now imagine how bad it would be if they added this.
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Sep 28, 2006, 04:25 AM // 04:25
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#32
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Frost Gate Guardian
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More maps, 6v6, double fame. 1v1v1 relic run
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Sep 28, 2006, 04:32 AM // 04:32
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#33
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Wilds Pathfinder
Join Date: Mar 2006
Location: NY
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If you are going to add a fame loss penalty for losses, might as well increase the amount of fame you get per round. I can see it now..gain 1 fame, lose 1 fame all day. Seems like a lot more grind..but I guess thats not what HA is supposed to be, right? Fun and all that..
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Sep 28, 2006, 04:37 AM // 04:37
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#34
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Forge Runner
Join Date: Mar 2006
Guild: [ToA]
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Quote:
Originally Posted by Maria The Princess
in the end of battle in HA, EVERYONE should get a chest prize
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lol. i dont think taiwan has ever seen a crystalin sword. this would be nice for them but no
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Sep 28, 2006, 04:40 AM // 04:40
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#35
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Forge Runner
Join Date: Mar 2006
Guild: [ToA]
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Quote:
Originally Posted by luilui
i think any comment i make about rank will make this thread locked so i'm not going to.
i think it would be fun to have a map which is a 2-3 min version of broken tower or 1 on 1 courtyard, NOT the altar type, but the RACE to the altar, so a much longer map (not necessary be larger) and it'll take 2-3 min to run to the altar. Some area of map can have like a knockdown effect, another can be cripple or something. If both team start near/next to each other, then depending on the build people can decide rather they want to fight, or run, or slow down the opposing team at a particular area of the map. Maybe that's fun. A bit like relic maps but u cant body block (because both team start at the same point and go to the same place).
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just like dragons layre
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Sep 28, 2006, 06:07 AM // 06:07
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#36
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Krytan Explorer
Join Date: Jun 2006
Guild: Commence Aggro [BaMf]
Profession: Mo/E
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Quote:
Originally Posted by JR-
Only decent players would be able to do so at any kind of speed, resulting in a rank system that actually meant something.
Whilst I do agree that I can see how it would possibly limit the creativity, I don't honestly think creativity is a HA strongpoint anyway.
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No, that wouldn't change anything in HA with PuG's. The rank system is broken, thanks to easily ran fame-farming builds. If they made it like that, then new pvp-ers will be stuck in r0 for a long time, therefore never advancing. Yes, there are guilds out there that let in HA-ers and make them better, but not always effective. And there would still be ''r9+ glfm, no noobs plz'' ad's everywhere.
Although, it would teach them alot so that they would be persuaded to not make the same mistake twice. It might work but would break rank system even more than it was.
What I want is a Rank guide that tells others what profession they used in order to get a certain amount of fame. That would actually lower down the rank-requirements in PuG's, since a player that monked all his fame and is only r3 would be shut out for someone who IWAYed their r9 as of right now.
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Sep 28, 2006, 06:28 AM // 06:28
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#37
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Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
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I'm not afraid to lose a few points in fame now and then. But, as stated, I worry about the newbies. Players with titles already refuse players without because they're afraid of losing. Penalizing them for accepting a newb would destroy HA, not save it.
Maybe we could "lock at emote"; either your fame can't go below the amount required for an emote title (r3, r6, etc) you've already gained or you retain your emote even if it does. I like the last one best: it pushes people out of grind builds (else they'll be rank 1 heroes) but they keep what they've "earned".
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Sep 28, 2006, 08:45 AM // 08:45
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#38
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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I think for the "lose fame for losses" thing to really work, fame would have to be basically reset. Maybe a good way to make people feel like they haven't lost their work would be to keep 'fame' as is, but make Tombs start offering a different title track that gives different emotey rewards, but loses points for each loss.
I understand the concerns about newbs, which is why I suggested that lower-ranked players start on the lower maps while higher ranked players can skip a few. That way a newbie group would be more likely to fight another newbie group.
BTW luilui, I'm not gonna lock the thread for discussion of new possible rank systems. The tangent I deleted was some posts going on about how fame currnetly can be achieved through running gimmick builds, which is really irrelevant to this thread unless it comes with a suggestion or some discussion.
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Sep 28, 2006, 09:49 AM // 09:49
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#39
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Krytan Explorer
Join Date: Mar 2006
Location: U.K
Guild: Intensive Care Unit [ICU]
Profession: Me/A
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Soo many good ideas. But for me the 6 vs 6 will make HA sooo much more enjoyable and will mean it will be more like TA, where it comes down to individual skill rather than some stupid gimmick build where everyone is spamming a stupid warrior skill that gives them crazy DPS and health regen.
Make it 6 vs 6. Reset the fame system but anyone currently rank 6+ gains double fame till they reach a certain rank or something just to make all that hard work mean something.
With 6 vs 6, a team can't have a 3 monk backline, a 5 monk holding build, 1 player just to perma interrupt ghostly and it will require a lot more team play and skill. Do something right Anet :P
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Sep 28, 2006, 10:55 AM // 10:55
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#40
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Switzerland
Profession: W/
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Quote:
Originally Posted by luilui
i think it would be fun to have a map which is a 2-3 min version of broken tower or 1 on 1 courtyard, NOT the altar type, but the RACE to the altar
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Makes me remind of the gank races in GvG when signet of might was bugged. When both teams were abusing the bug, it was basically a race to see who gets it off first.
By the 2nd or 3rd game I did, we already started to build around that, with dual charge, deep freeze, crip shot, traps, interrupts and that kind of stuff, to get the edge in a race.
It would be interresting to see maps that work like this, or even an entire game mode around this.
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