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Custodio.6134

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  1. I think some very important points (not gameplay-wise, but learning-wise) are missing here. (Note:This section is especially focused on zerk-gameplay, as roaming and smallscale are kind of a thing you need to learn/gather expierience by yourself) 1. If you see a commander on the map, try joining their squad. If it is open, it is usually a public lead (or the commander forgot to close the squad) that usually sits in some kind of voice-chat with an organized Zerk. 2. in any case: just should ask if there is a public lead, and if there is one: where they organize. like i said in 1., there is surely a TeamSpeak/Discord etc where the server community is organizing. 3. (maybe one of the most important points): if you don´t understand the calls of the commander: ASK what that means. Commanders usually don´t assume to have new players. But, from my expierience, if you tell the commander that you are new, they usually will adapt their lead a bit, explain a lot more than usual and take that into account (for example, that you perhaps don´t have war gliding, or the warclaw unlocked). 4. look for WvW-builds for your class, and make sure that you at least understand what your "task" is with that respective class. WvW differs heavily from PvE/sPvP in terms of builds and gameplay. You can usually get them from the bigger guilds on your server. Also, like said above, you may want to adapt your gear more towards defense to begin with, because dying in a fight does more harm to your teammates than dealing too low damage. 5. If you think you are getting a bit into it and have fun: consider joining a WvW-Guild. Don´t be too afraid, because some guilds have a very progressive style, there are lots of guilds out there, some looking for progressive, expierienced players, and some that welcome every new player and teach them even the basics of basics. This is imo the best way to learn about WvW 6. Don´t throw siege by yourself. The commander can see the amount of supplies inside of his squad, and he will calculate with that amount. Random people throwing siege can screw that up if people build up siege that hasn´t been placed by the commander, screwing up the calculation of his available resources.
  2. Well, i wouldn´t instantly dislike the idea of bringing some "kind of PvE"-mechanics into the WvW. --> as long as it results in something the PvP-aspect from WvW is profiting from it. There would be various ways of implementing something like that. Just as an example: An event, that occurs frequently on a specific/all maps, that any party can participate in. The winning of the 3 contesting sides gets some sort of advantage for a set amount of time, and/or the losing side (for example, the team whose home-bl the event currently takes place) gets some sort of disadvantage for a set amount of time. The result will be the following: in basis, this event can technically occur automated and the event itself could lead the path how it goes on. In this case, even unorganized players ("clouds") are able to hold the line in the event. Of course, the team with better organization will mostly be victorious in the event, so there should be some kind of "twist"/downside here. What i am thinking of is, that for being successful in the event, you will have to gather your forces on said place. The downside could be, that you will need to weaken your defenses on other points, opening possibilities for the team with fewer participants to flip upgraded structures. There are multiple possible scenarios on how the players will actually organize. * They form one or more organized squads in order to complete the event * They form multiple squads, to complete the event while doing other actions on other weakened defenses at the same time * they don´t form any squad at all, but still compete in the event * they completely ignore the event (and giving up the objective), allowing to act on other locations as well Of course: there should be some kind of reward in it, but that shouldnt affect the gameplay too much and/or not for a too long period of time. Also, even though this should occur frequently, the times should be set very carefully (that´s the big problem with it, as servers play in different timezones and have different prime-/off-times). That would result in a very VERY difficult (if not impossible) task to balance and also requires a proper, working balancing system (especially population management) which tbh: doesn´t work at all in the current state of the game. Note: this is just a very very basic of an idea and neither worked out or completely thought through. There are way more relevant factors than i stated there, making this very difficult to create, if not making it impossible to do. i am aware of that.
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