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Lady Rhonwyn (sister of Danea, Katlinel, Gwendydd, and the rest)
Officer of GWOnline [GWO]
"Kind of a big mouth", "People Know Me, whether they like it or not", "I'm very vocal", "I wrote many leather bound books", "My Guild Hall is the forum", "Goddess posting amongst mere mortals" (courtesy of Cardinal Cyn)
The Nightmare court should be masters of jungle warfare. They would ambush the daylight out of their enemies. Teutoburg Forest would be an good example.
http://www.youtube.com/watch?v=_xEne0M9r9M
Charrs are fully mobilized. Lightning War would be their game.
I think it depends. In minor world events, I would say the players should be expected to fail the first time they try. The second or third time they try, better awareness and exploiting local weakness should be enough to win. The idea I am trying to get though is, un-organized human balls shouldn't just win the first time they try some new world event.
In major world events (e.g. Karka), the players would need to organize themselves ahead of time to have any chance of winning. Eventually, it would take a community effort to change the world. This will be a one step at a time process to slowly train up the players to be better skilled and better organized.
One of the reason why people didn't like the Karka event, except for the loots, is that the mobs had zero chance of winning against human balls. There were at least 5 Lion's Arch districts in each server world, and there were 52 server worlds. That makes 260 Karka events. However, from my knowledge, not even one of the 260 Karka groups managed to beat the human balls. That is a clear indication that the Karka had no chance of winning.
This shouldn't be happening. I repeat for the hundredth time, a group of disorganized human balls shouldn't win 100% of the time!
Epic battle only happens if the players can lose. And if planning is needed, the players will eventually adapt. And that's where, in my opinion, fun should come from.
Once again, gang banging and one hit kills are out of the question. So mobs must outsmart the humans in order to win. If the mobs plan well, they don't need to outnumber or out-power the players to win. Hannibal didn't.
You will not be forced to get organized. You can fight anywhere and however you want. But you will be much more effective if you do get organized. And as a community the organized players can achieve something greater then themselves.
Battle tactics were not needed because the mobs were mindless zombies. Of course that, currently, the players find the fun purely in the loots and not in winning the battle itself. The battles were so easy. There is no satisfaction there at all.
That's why I am begging Anet to do this. Crush the disorganized players with battle tactics, just once, in a world event. Destroy the players' pride of invincibility. Some players will undoubtedly get angry. But many would think back and say "Yes losing sucks. But hey the mobs didn't even cheat. We were so disorganized, what did we expect?"
Only with the most crushing defeat will the players improve and remember the fun of winning itself.
That's exactly my point mate. Zergs shouldn't win.
No one sets traps because it wasn't crucial to victory. When it isn't needed, no one will do it. Let's just mindlessly zerg!
I don't think the age itself is 100 AD. Given that we got guns and tanks, I would say the age is closer to 1,700 AD in a steampunk world. But the way the mobs do battle, its probably before 10,000 BC or zombie apocalypse. :P
I am sure they can remove armor damage and waypoint costs just for major world events. Similar to the Mad King. You can die as often as you want in there and its free.
Last edited by CHIPS; 26-11-2012 at 19:56.
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I didn't so much disagree, as I was curious on how to achieve it while keeping the game from becoming work. The main reason I remain a casual player is that I don't have the time to invest getting organized in my play time.
So while yes I would love scenarios where thinking is needed to play, I think it would be really difficult to make those for zergs that would actually end up fun as opposed to frustrating or bugged.
== Alaris & clone ==
Proud Officer of The Order Of Dii [Dii] - join us
You can tell the quality of life of people by what they complain about
I am optimistic enough to think that player tactics would improve to match & surpass the AI.
It might even encourage proper communication.
Sorudo, GW2 technology levels indicate more like 1800's rather than 100's and even then the tactics weren't that bad.
Although perhaps shift the Centaur to Hum, instead of Norman
It sounds like this might be 10-15 main size real world raids... not sure if I'd want that.
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Lady Rhonwyn (sister of Danea, Katlinel, Gwendydd, and the rest)
Officer of GWOnline [GWO]
"Kind of a big mouth", "People Know Me, whether they like it or not", "I'm very vocal", "I wrote many leather bound books", "My Guild Hall is the forum", "Goddess posting amongst mere mortals" (courtesy of Cardinal Cyn)
Difficulty could scale with numbers in the area, to keep it manageable.
Welsh-Teutons? Teutonic-Cymry? So the Sylvari are all of the pre-roman celts. Ambush warfare suits.
As for charr lightning warfare. Blitzkrieg. The charr blitzkrieg. I'm not going to type the word, but you realise what that makes them
To start it would be something simple. For example, let's say there are locations A,B,C and D.
A...B...C...D
The players are asked to protect an ambassador at location A. The mobs would raid location A for a bit and be defeated and retreat. Event A is finished.
The quest starts a chain that asks players go attack location B while the mobs are disorganized. The ambassador complains that this attack would weaken his personal protection. The camp commander brush him off, calling the mobs easy to deal with. After the players takes over location B, Event B is finished.
Seeing how weak the mobs are, the commander asks the players to kill the mob's chief at location D. But to do that the players first need to clear out the mobs at location C. The fight was very easy, and the commander is surprised at the lack of defences the mobs puts up. Either way he will push on. Event C is finished.
Players follows the commander to location D. Event D is finished. And to their surprise the mob chief is nowhere to be seen. A message arrives at location D to inform the commander that location A is under heavy attack by the mobs. The commander asks the players to hurry back to save the ambassador.
From location D back to A is a long walk. Most likely the players won't make it back to location A in time. If the ambassador dies, event E fails. However if the players managed to save the ambassador, they will be heavily rewarded, probably 10 times the reward of one normal event.
Note: Event E is much easier if the players stayed in location A and skip events B, C and D.
Why this works: The mobs, right from the start, planned this whole attack to kill the ambassador. They attacked the camp and then quickly retreated to fake their weakness. They intended to led the overconfident players away from the camp, so the ambassador can be assassinated. The mobs are intelligent and planned the whole thing out. They didn't cheat with one hit kills or gang-banging. It was the "foolish" players who got tricked.
Of course, the next time this chain event happens, the players would smarten up and stay in location A. And that's exactly my goal. The players shouldn't win in these world events the first time they try. It should take them two or three tries to get it right.
Last edited by CHIPS; 27-11-2012 at 11:34.
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Technology-based efficient war machines?
The analogy stops there, because they don't seem to care about ideology-based genocides.
I understand where you're going with that, but I think this would be perceived as bad design. Here's a few things to consider...
If players can't correct their play while they play to achieve success, the event might appear bugged, or worse, linear in the "guess what I want you do to" kind of way... which is perceived as bad because even though your foes didn't cheat, players will feel as though the scenario is impossible. If they feel a scenario is impossible, they might wiki it... you don't want players to wiki each event chain.
Instead you want a scenario where the event gets into a standstill or makes progress difficult, and then if they play smarter they can make progress a lot faster... and some hint that they might not be fighting well enough.
== Alaris & clone ==
Proud Officer of The Order Of Dii [Dii] - join us
You can tell the quality of life of people by what they complain about
Keep in mind that even in the first play though, nothing stopped the players from staying in location A. In fact the ambassador warned the players against going out to attacking location D right from the start. So it wasn't impossible at all. The players just got to think and decide on what needs to be done.
The players that got tricked still got rewarded for 4 events, A though D. They just didn't get that juicy reward of event E, which worth 10 normal events, that's all.
Encouraging thinking, smart game play and battle tactics will make this game much better. This is what would separate GW2 from other MMOs. Disorganized human balls winning everything will never get this game anywhere.
Last edited by CHIPS; 27-11-2012 at 20:11.