SeikeNz.3526 Posted October 16, 2019 Share Posted October 16, 2019 UP to 10v10 is when this game really shines, your skills worth something and the pvp is good, after that turn into a zerg lag fast, all your skills stop mattering there everyone throw random aoe skills, everyone dies to random skills and they don't even know what hit them, it's like everyone turn into a giant mob with healing powers and passive dmg aura, how they can fix this to turn wvw fun one of my suggestions is make dynamic events that turn on when requirements are met to conquest/defend different places at same time so people will disperse, turning it in a more strategy game, the attack events will turn on for the world that don't have both places, if the world finish this event they will get more world points; lets take example: red don't own durious neither wildcreekrun but blue has it, so the event will turn on for both places and they need to take both places forcing zergs disperse and turn into different squads, if blue lose one of the places they will be get a penalty, so they have to disperse to defend. let's zergs be only for castle and keeps, triggers events to atk the walls of castle/keep after they get a near tower so we can have more fun than be part of the aura mob Link to comment Share on other sites More sharing options...
XenesisII.1540 Posted October 16, 2019 Share Posted October 16, 2019 There are people that also enjoy 5v5 15v15 20v20 25v25 30v30 mapq vs mapq vs mapq, what exactly are you trying to fix here? Link to comment Share on other sites More sharing options...
SeikeNz.3526 Posted October 16, 2019 Author Share Posted October 16, 2019 > @"XenesisII.1540" said: > There are people that also enjoy 5v5 15v15 20v20 25v25 30v30 mapq vs mapq vs mapq, what exactly are you trying to fix here? you just threw there random numbers, after 10 people this turn into a zerg so does not matter if theres 15 20 or 100 people, because there's going to be a aoe fest Link to comment Share on other sites More sharing options...
Knighthonor.4061 Posted October 16, 2019 Share Posted October 16, 2019 I like battles in structures. But now days Walls break way easier so harder to defend against Zergs. Link to comment Share on other sites More sharing options...
Acheron.4731 Posted October 16, 2019 Share Posted October 16, 2019 I want a game mode that is just a permanent 3 way SMC fight with no lag Link to comment Share on other sites More sharing options...
XenesisII.1540 Posted October 16, 2019 Share Posted October 16, 2019 > @"SeikeNz.3526" said: > > @"XenesisII.1540" said: > > There are people that also enjoy 5v5 15v15 20v20 25v25 30v30 mapq vs mapq vs mapq, what exactly are you trying to fix here? > > you just threw there random numbers, after 10 people this turn into a zerg so does not matter if theres 15 20 or 100 people, because there's going to be a aoe fest You missed the point. GvG's were frequently run from 15 20 and 25's, 5's are run by havoc, they were obviously fun for those players, it's great "you" enjoy the game at 10's, but there are other numbers players enjoy the game. I personally enjoy all areas of fights from solo to blob. Again I ask, what exactly are you trying to fix here? make it fun for all groups as you do for 10's or change the game so it's just 10's running around because you think it's fun? Link to comment Share on other sites More sharing options...
SeikeNz.3526 Posted October 16, 2019 Author Share Posted October 16, 2019 > @"XenesisII.1540" said: > > @"SeikeNz.3526" said: > > > @"XenesisII.1540" said: > > > There are people that also enjoy 5v5 15v15 20v20 25v25 30v30 mapq vs mapq vs mapq, what exactly are you trying to fix here? > > > > you just threw there random numbers, after 10 people this turn into a zerg so does not matter if theres 15 20 or 100 people, because there's going to be a aoe fest > > You missed the point. GvG's were frequently run from 15 20 and 25's, 5's are run by havoc, they were obviously fun for those players, it's great "you" enjoy the game at 10's, but there are other numbers players enjoy the game. I personally enjoy all areas of fights from solo to blob. > > Again I ask, what exactly are you trying to fix here? make it fun for all groups as you do for 10's or change the game so it's just 10's running around because you think it's fun? > NOTHING, WvW is the most fun game mode and don't need a fix that's why everyone play it ;) Link to comment Share on other sites More sharing options...
Sovereign.1093 Posted October 16, 2019 Share Posted October 16, 2019 i would prefer lots of 10 man groups roaming around =) Link to comment Share on other sites More sharing options...
Dawdler.8521 Posted October 16, 2019 Share Posted October 16, 2019 This is a thing you can only **encourage**, not *enforce*. And you know what, WvW already encourage running smaller, more organized groups. Plenty of objectives per border that no single zoneblob can control all the time. Muliple borders. Multiple angle of attacks on objectives. Guild and squad systems that lead people to form their own groups. Support skills to allow organized groups to outmanouver and beat larger less organized groups, such group stealth or sneaky teleports. Etc and so on. The problem isnt WvW. The problem is the *players*. Because you see, the above require thought. Tactics. Coordination. Strategy. Groups talking to each other, groups helping each other, groups fighting together. Groups thinking of WvW as a whole, PPT and fights being one and the same thing. Many will have none of that and go the path of least resistance. Stack on com. Push. Because the thing they want is to steamroll and win, and they're dragging everyone else with them. Link to comment Share on other sites More sharing options...
Baldrick.8967 Posted October 16, 2019 Share Posted October 16, 2019 > @"Dawdler.8521" said: > This is a thing you can only **encourage**, not *enforce*. > > And you know what, WvW already encourage running smaller, more organized groups. Plenty of objectives per border that no single zoneblob can control all the time. Muliple borders. Multiple angle of attacks on objectives. Guild and squad systems that lead people to form their own groups. Support skills to allow organized groups to outmanouver and beat larger less organized groups, such group stealth or sneaky teleports. Etc and so on. > > The problem isnt WvW. The problem is the *players*. > > Because you see, the above require thought. Tactics. Coordination. Strategy. Groups talking to each other, groups helping each other, groups fighting together. Groups thinking of WvW as a whole, PPT and fights being one and the same thing. > > Many will have none of that and go the path of least resistance. Stack on com. Push. Because the thing they want is to steamroll and win, and they're dragging everyone else with them. +1. So much this! back in the early days I'd be one of those organising a small group to go raid where the blob wasn't, the idea being to draw the enemy to us and generally be a pain in the %^%%^. the problem is, as soon as you wipe a couple times (and you're going to when the map blob descends upon you), people start drifting off to join the blob as the rewards are better and they think their pixels will be hurt less often. Nowadays most people don't care about flipping, capturing, etc unless it happens as part of whatever their blob is doing and as long as it gets loot. As soon as fights start getting even or tough, people start dropping, even from the very best comm groups. Link to comment Share on other sites More sharing options...
Holland.9351 Posted October 16, 2019 Share Posted October 16, 2019 I also like the small scale fights from 5v5 up to 10v10, maybe 15v15 too. At some point it does become boring where blobs just become immune to a few attackers. Especially with **retaliation** killing any ele or ranger who dares throw an area effect skill their way, which makes it super boring and makes blobs too strong. Link to comment Share on other sites More sharing options...
Swagger.1459 Posted October 16, 2019 Share Posted October 16, 2019 > @"SeikeNz.3526" said: > UP to 10v10 is when this game really shines, your skills worth something and the pvp is good, after that turn into a zerg lag fast, all your skills stop mattering there everyone throw random aoe skills, everyone dies to random skills and they don't even know what hit them, it's like everyone turn into a giant mob with healing powers and passive dmg aura, how they can fix this to turn wvw fun > > one of my suggestions is make dynamic events that turn on when requirements are met to conquest/defend different places at same time so people will disperse, turning it in a more strategy game, the attack events will turn on for the world that don't have both places, if the world finish this event they will get more world points; > lets take example: red don't own durious neither wildcreekrun but blue has it, so the event will turn on for both places and they need to take both places forcing zergs disperse and turn into different squads, if blue lose one of the places they will be get a penalty, so they have to disperse to defend. > > let's zergs be only for castle and keeps, triggers events to atk the walls of castle/keep after they get a near tower > > so we can have more fun than be part of the aura mob The devs made something like that for players... Enjoy! https://wiki.guildwars2.com/wiki/Structured_PvP Link to comment Share on other sites More sharing options...
LetoII.3782 Posted October 16, 2019 Share Posted October 16, 2019 The game gets progressively more broken the further past five in your stack. The game's engine makes this a permanent factor, people figured it out month one. The blob is king Link to comment Share on other sites More sharing options...
SeikeNz.3526 Posted October 16, 2019 Author Share Posted October 16, 2019 > @"Baldrick.8967" said: > > @"Dawdler.8521" said: > > This is a thing you can only **encourage**, not *enforce*. > > > > And you know what, WvW already encourage running smaller, more organized groups. Plenty of objectives per border that no single zoneblob can control all the time. Muliple borders. Multiple angle of attacks on objectives. Guild and squad systems that lead people to form their own groups. Support skills to allow organized groups to outmanouver and beat larger less organized groups, such group stealth or sneaky teleports. Etc and so on. > > > > The problem isnt WvW. The problem is the *players*. > > > > Because you see, the above require thought. Tactics. Coordination. Strategy. Groups talking to each other, groups helping each other, groups fighting together. Groups thinking of WvW as a whole, PPT and fights being one and the same thing. > > > > Many will have none of that and go the path of least resistance. Stack on com. Push. Because the thing they want is to steamroll and win, and they're dragging everyone else with them. > > +1. So much this! > > back in the early days I'd be one of those organising a small group to go raid where the blob wasn't, the idea being to draw the enemy to us and generally be a pain in the %^%%^. the problem is, as soon as you wipe a couple times (and you're going to when the map blob descends upon you), people start drifting off to join the blob as the rewards are better and they think their pixels will be hurt less often. > > Nowadays most people don't care about flipping, capturing, etc unless it happens as part of whatever their blob is doing and as long as it gets loot. As soon as fights start getting even or tough, people start dropping, even from the very best comm groups. > This is a thing you can only **encourage**, not *enforce*. > > And you know what, WvW already encourage running smaller, more organized groups. Plenty of objectives per border that no single zoneblob can control all the time. Muliple borders. Multiple angle of attacks on objectives. Guild and squad systems that lead people to form their own groups. Support skills to allow organized groups to outmanouver and beat larger less organized groups, such group stealth or sneaky teleports. Etc and so on. > > The problem isnt WvW. The problem is the *players*. > > Because you see, the above require thought. Tactics. Coordination. Strategy. Groups talking to each other, groups helping each other, groups fighting together. Groups thinking of WvW as a whole, PPT and fights being one and the same thing. > > Many will have none of that and go the path of least resistance. Stack on com. Push. Because the thing they want is to steamroll and win, and they're dragging everyone else with them. yeah i know players choose to go to zerg because that will make them faceroll and win, that's why i suggested dynamic event's that will happen at Same Time, so like you said encorage and not enforce people so people can still have their free will, they just need to make events like mordem vinewrate in silverwastes or Defending Tarir at Auric Basin based on pvp fighting where you need to take different places at same time so this will encorage people leave the zerg and go in small groups so they get more points for the world also turn the game into a more strategic view and fun to play Link to comment Share on other sites More sharing options...
Baldrick.8967 Posted October 16, 2019 Share Posted October 16, 2019 > @"SeikeNz.3526" said: > > @"Baldrick.8967" said: > > > @"Dawdler.8521" said: > > > This is a thing you can only **encourage**, not *enforce*. > > > > > > And you know what, WvW already encourage running smaller, more organized groups. Plenty of objectives per border that no single zoneblob can control all the time. Muliple borders. Multiple angle of attacks on objectives. Guild and squad systems that lead people to form their own groups. Support skills to allow organized groups to outmanouver and beat larger less organized groups, such group stealth or sneaky teleports. Etc and so on. > > > > > > The problem isnt WvW. The problem is the *players*. > > > > > > Because you see, the above require thought. Tactics. Coordination. Strategy. Groups talking to each other, groups helping each other, groups fighting together. Groups thinking of WvW as a whole, PPT and fights being one and the same thing. > > > > > > Many will have none of that and go the path of least resistance. Stack on com. Push. Because the thing they want is to steamroll and win, and they're dragging everyone else with them. > > > > +1. So much this! > > > > back in the early days I'd be one of those organising a small group to go raid where the blob wasn't, the idea being to draw the enemy to us and generally be a pain in the %^%%^. the problem is, as soon as you wipe a couple times (and you're going to when the map blob descends upon you), people start drifting off to join the blob as the rewards are better and they think their pixels will be hurt less often. > > > > Nowadays most people don't care about flipping, capturing, etc unless it happens as part of whatever their blob is doing and as long as it gets loot. As soon as fights start getting even or tough, people start dropping, even from the very best comm groups. > > > > This is a thing you can only **encourage**, not *enforce*. > > > > And you know what, WvW already encourage running smaller, more organized groups. Plenty of objectives per border that no single zoneblob can control all the time. Muliple borders. Multiple angle of attacks on objectives. Guild and squad systems that lead people to form their own groups. Support skills to allow organized groups to outmanouver and beat larger less organized groups, such group stealth or sneaky teleports. Etc and so on. > > > > The problem isnt WvW. The problem is the *players*. > > > > Because you see, the above require thought. Tactics. Coordination. Strategy. Groups talking to each other, groups helping each other, groups fighting together. Groups thinking of WvW as a whole, PPT and fights being one and the same thing. > > > > Many will have none of that and go the path of least resistance. Stack on com. Push. Because the thing they want is to steamroll and win, and they're dragging everyone else with them. > > yeah i know players choose to go to zerg because that will make them faceroll and win, that's why i suggested dynamic event's that will happen at Same Time, so like you said encorage and not enforce people so people can still have their free will, they just need to make events like mordem vinewrate in silverwastes or Defending Tarir at Auric Basin based on pvp fighting where you need to take different places at same time so this will encorage people leave the zerg and go in small groups so they get more points for the world also turn the game into a more strategic view and fun to play You've missed the point. Even if you rewarded more points for doing these things at the same time, most people will still just stay on tag, as most no longer care about 'the world'. You'd have to make the rewards huge in order to get it to work, otherwise people will still follow the path of least resistance which is to zerg it. Link to comment Share on other sites More sharing options...
SeikeNz.3526 Posted October 16, 2019 Author Share Posted October 16, 2019 > @"Baldrick.8967" said: > > @"SeikeNz.3526" said: > > > @"Baldrick.8967" said: > > > > @"Dawdler.8521" said: > > > > This is a thing you can only **encourage**, not *enforce*. > > > > > > > > And you know what, WvW already encourage running smaller, more organized groups. Plenty of objectives per border that no single zoneblob can control all the time. Muliple borders. Multiple angle of attacks on objectives. Guild and squad systems that lead people to form their own groups. Support skills to allow organized groups to outmanouver and beat larger less organized groups, such group stealth or sneaky teleports. Etc and so on. > > > > > > > > The problem isnt WvW. The problem is the *players*. > > > > > > > > Because you see, the above require thought. Tactics. Coordination. Strategy. Groups talking to each other, groups helping each other, groups fighting together. Groups thinking of WvW as a whole, PPT and fights being one and the same thing. > > > > > > > > Many will have none of that and go the path of least resistance. Stack on com. Push. Because the thing they want is to steamroll and win, and they're dragging everyone else with them. > > > > > > +1. So much this! > > > > > > back in the early days I'd be one of those organising a small group to go raid where the blob wasn't, the idea being to draw the enemy to us and generally be a pain in the %^%%^. the problem is, as soon as you wipe a couple times (and you're going to when the map blob descends upon you), people start drifting off to join the blob as the rewards are better and they think their pixels will be hurt less often. > > > > > > Nowadays most people don't care about flipping, capturing, etc unless it happens as part of whatever their blob is doing and as long as it gets loot. As soon as fights start getting even or tough, people start dropping, even from the very best comm groups. > > > > > > > This is a thing you can only **encourage**, not *enforce*. > > > > > > And you know what, WvW already encourage running smaller, more organized groups. Plenty of objectives per border that no single zoneblob can control all the time. Muliple borders. Multiple angle of attacks on objectives. Guild and squad systems that lead people to form their own groups. Support skills to allow organized groups to outmanouver and beat larger less organized groups, such group stealth or sneaky teleports. Etc and so on. > > > > > > The problem isnt WvW. The problem is the *players*. > > > > > > Because you see, the above require thought. Tactics. Coordination. Strategy. Groups talking to each other, groups helping each other, groups fighting together. Groups thinking of WvW as a whole, PPT and fights being one and the same thing. > > > > > > Many will have none of that and go the path of least resistance. Stack on com. Push. Because the thing they want is to steamroll and win, and they're dragging everyone else with them. > > > > yeah i know players choose to go to zerg because that will make them faceroll and win, that's why i suggested dynamic event's that will happen at Same Time, so like you said encorage and not enforce people so people can still have their free will, they just need to make events like mordem vinewrate in silverwastes or Defending Tarir at Auric Basin based on pvp fighting where you need to take different places at same time so this will encorage people leave the zerg and go in small groups so they get more points for the world also turn the game into a more strategic view and fun to play > > You've missed the point. Even if you rewarded more points for doing these things at the same time, most people will still just stay on tag, as most no longer care about 'the world'. You'd have to make the rewards huge in order to get it to work, otherwise people will still follow the path of least resistance which is to zerg it. i know i don't want to people stay out of tag but they need to encorage smaller groups so we can have more fun Link to comment Share on other sites More sharing options...
shiri.4257 Posted October 16, 2019 Share Posted October 16, 2019 The most fun times in wvw are when people abide by my opinions, play by my rules, and when I win. Link to comment Share on other sites More sharing options...
ArchonWing.9480 Posted October 16, 2019 Share Posted October 16, 2019 The best gvgs are when 25 people hunt down 1 mesmer and 1 thief in a keep though. Link to comment Share on other sites More sharing options...
Kaiser.9873 Posted October 17, 2019 Share Posted October 17, 2019 10v10? Why not 5v5? Seriously in the early days 20's were the way to go. Most skilled groups at the time? 20's. Then some moved to 15's and others moved to 25's. Not been hearing a ton of, "10v10 are most skilled." Might be the most fun for you, but others prefer larger, and some even prefer smaller. Link to comment Share on other sites More sharing options...
Gop.8713 Posted October 17, 2019 Share Posted October 17, 2019 > @"Baldrick.8967" said: > > @"Dawdler.8521" said: > > This is a thing you can only **encourage**, not *enforce*. > > > > And you know what, WvW already encourage running smaller, more organized groups. Plenty of objectives per border that no single zoneblob can control all the time. Muliple borders. Multiple angle of attacks on objectives. Guild and squad systems that lead people to form their own groups. Support skills to allow organized groups to outmanouver and beat larger less organized groups, such group stealth or sneaky teleports. Etc and so on. > > > > The problem isnt WvW. The problem is the *players*. > > > > Because you see, the above require thought. Tactics. Coordination. Strategy. Groups talking to each other, groups helping each other, groups fighting together. Groups thinking of WvW as a whole, PPT and fights being one and the same thing. > > > > Many will have none of that and go the path of least resistance. Stack on com. Push. Because the thing they want is to steamroll and win, and they're dragging everyone else with them. > > +1. So much this! > That whole post was really great I agree, but > @"Dawdler.8521" said: > The problem isnt WvW. The problem is the *players*. is really the heart of it and is true of the vast majority of wvw's problems, not just this one. The best anet can hope for is to make it harder for players to screw up the game, which unfortunately they're not doing a terribly good job of atm . . . Link to comment Share on other sites More sharing options...
Sleepwalker.1398 Posted October 17, 2019 Share Posted October 17, 2019 Most servers are ghost towns as we only have copy paste reward track from last years. So i guess the real fun currently is in the lab. Link to comment Share on other sites More sharing options...
len.7809 Posted October 18, 2019 Share Posted October 18, 2019 I personally enjoy my 5 man party vs 5 to 10. Link to comment Share on other sites More sharing options...
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