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Stronghold PVP needs a rework, this is a suggestion.

ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User
edited December 2015 in PvP Discussion
Stronghold PVP rarely pops these days. There are simply not enough players Qing for it. Some have taken to Qing intentionally with other guilds and trading wins/losses so that everyone gets their banners. This is almost the only way to get it to pop and reliably get the banners for PVP gear. There is an obvious problem when this becomes the situation.

The issue with Stronghold is multi-focal:
1) Many PVP players left with the addition of the immortal Pally and the changes to node contestation in Domination. This makes it difficult to fill Qs.
2) Stronghold siege is the laggiest map on the entire server due to Pally/SW/GF with knights valor and boon interactions + pets and all their various interactions.
3) Stronghold siege takes 40 people Qing for a map that may or may not pop for hours and may or may not yield anything useful depending on your PUG team vs. a partial PVP premade.
4) Node contesting boils down to who caps a node and sticks an immortal Pally or a permastealth TR on it. Then when you build catapults you stick a healing DC on it and GG (Because DC's can "heal" the catapults LOL).

This is NOT a fun gaming environment.

Suggestions to try and fix said issues:
1) Since the PVP population is decreased decrease the Q to 10 vs 10, you could make a smaller map version as well with just two lanes for example. Also decrease the HP of the Strongholds to make for faster matches.
2) Get rid of companions in SH siege. By decreasing the size of the map/number of players and doing away with the companions you will solve a LOT of the lag issue.
3) By decreasing the Q to 20 people it is much more likely to POP and there should ALWAYS be a consolation prize of banners for all participants. More for winning than losing but the returns on banners should be doubled or more imho.
4) Decrease the size of node contesting, the TR and or Pally should have to literally almost sit on the thing to keep it. If you can push them far enough away from the node it should allow for capping. At least this would give CC classes importance and keep away the idea of a pally on every node or a TR. Get rid of the heal mechanic on the catapults, it's a silly nonsensical mechanic.

These are just some potential suggestions but if you decrease the size of the map and the number required to Q for it, you're more likely to fill the Q. If you also decrease the HP of the Strongholds and guarantee a reward for all involved then people will be more motivated to Q for it. If, in addition, you get rid of the lag and weird interactions (i.e. companions) then it may actually become fun.

As a whole these suggestions all aim toward one goal: Make Stronghold accessible and worth the time spent in Q and, if possible, fun for those involved.

Thanks for your time.
On ambush rings: "How would you like PVE if all the mobs were invisible?"

imgur pics don't work


Comments

  • vinceent1vinceent1 Member, NW M9 Playtest Posts: 1,264 Arc User
    thank you for your time too. i even check xbox forum, it looks like there is no single dev post in pvp topic in months. its really insulting, do anybody know andy closely? can you ask him whats going on? Can he ask them whats next?

    on sieges - i try it few days ago after sometime, it pop after more than hour and only reason was because absolute decided to do premade run. of course i was on enemy side and leave soon. in theory, you can have solid 1 vs 1 with some of them, but they always stay somehow in groups so there is no point. luckily i already have armor, but on the other side, it almost useless, in comparison to other overpowered and broken things affecting pvp
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  • tassedethe13tassedethe13 Member, NW M9 Playtest Posts: 806 Arc User
    macjae said:

    I thought it was a pretty good joke when they added a new companion with a Stronghold Siege-specific bonus.

    Not just because it's like a raised middle finger towards player feedback, which has largely been overwhelmingly negative with regards to allowing companion bonuses in PvP, but because releasing it seems to indicate they think it's an active enough game mode to be a selling point.

    By releasing a companion like that, it's like they're saying "hey, this game mode is dead, why don't you pay us for one of the several major reasons why it's dead so that it stays dead?"

    The underlying design is actually quite good in my opinion, but it needs a number of fixes to be fun. As the topic starter noted, fixing the lag and the node system would go a long way, I'd also add a way to shorten travel distances on the map (I'm assuming shrinking the map would require more resources than are available) and not least adding adequate rewards to make doing a run worthwhile.

    It's not only for pvp, think about the small guild who can't kill drake in dragonflight event.
  • zibadawazibadawa Member Posts: 1,266 Arc User
    Am I the only one who could smell the overwhelming stench of failure on SH PvP from the get-go?

    It's a rotten, fetid corpse, and it always has been. Move on.
  • ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User
    zibadawa said:

    Am I the only one who could smell the overwhelming stench of failure on SH PvP from the get-go?

    It's a rotten, fetid corpse, and it always has been. Move on.

    Unfortunately for those of us who enjoy PVP (or what we can from it when those dumb rings threaten what little fun can be had)we must grind there to get BIS PVP gear. So I'm hoping to try and give my 2 cents on what might be done to help improve Q times and success rates.

    Thanks for your reply.
    On ambush rings: "How would you like PVE if all the mobs were invisible?"

    imgur pics don't work


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  • ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User
    clonkyo1 said:

    Almost the whole SH mod needs a serious rework, IMO.

    Well until the devs decide to do a complete rework I hoped to offer some more simple alternatives that would not be terribly difficult to accomplish and may make the pre-existing content relevant again.
    On ambush rings: "How would you like PVE if all the mobs were invisible?"

    imgur pics don't work


  • tassedethe13tassedethe13 Member, NW M9 Playtest Posts: 806 Arc User

    clonkyo1 said:

    Almost the whole SH mod needs a serious rework, IMO.

    Well until the devs decide to do a complete rework I hoped to offer some more simple alternatives that would not be terribly difficult to accomplish and may make the pre-existing content relevant again.
    The simplest thing is so hard to be done, for example, we can't buy potion by more than stacks of 20, buuuuuuuuuuut we can buy dice for artifact weapons by stacks of 99.

    The difficulty is not set by the task itself, but by the sh**load time it took to be talked about, submitted, approved, and (maybe) developped.
  • bankatushenkibankatushenki Member Posts: 18 Arc User
    fair suggestions @tolkienbuff >:)
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  • kaedennnkaedennn Member, NW M9 Playtest Posts: 361 Arc User
    the only rework needed is their servers , i droped stronghold pvp because it's so laggy , i stoped doing VT for the same reason , i am not doing daily dread ring on alts , again for the same reason !
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