One thing that bugs me about PvP is that it feels like a Merry-Go-Around; you can capture points freely instead of taking them one after the other. There's no feeling of taking and defending territory since you get more glory and experience by capping as many points as possible regardless of whether you hold on to them. It's like two warring countries capturing enemy cities and abandoning them to be retaken by the enemy, who then abandons them to be recaptured by the enemy, and so on.
Basically, when I play PvP using the optimal strategy, I feel like I'm in a Benny Hill sketch.
So I was wondering, what if PvP worked like the board game, Risk, where capturing territory lets you capture the neighboring territory, and so on? Here's how it would work in 5v5 Domination.
Team A - Point 1 - Point 2 - Point 3 - Team B
To capture a point, a team has to control an adjacent point. For example, for Team A to capture 2, it has to control 1 first (B has to control 3 first). The two teams' spawns are like points that can't be captured, and they allow access to points 1 and 3 respectively.
The game would start with both teams sending some to their home point and some to the #2, so they can quickly begin capping #2 as soon as their home point is capped. The end result is that action is concentrated onto one point, so there's more fighting and less running around like in Benny Hill.
For Gauntlgrym, each spawn grants access to the two points on either side of it. For example, the Delzoun Explorers always have access to 1 (southwest) and 2 (northwest) while the Luskan Corsair always have access to 3 (southeast) and 4 (northeast). Capturing 1 opens up access to 3 and vice-versa, while capturing 2 or 4 allows access to 5 (north). Capping 5 allows access to 2 for Luskan and 4 for Delzoun respectively. Capturing a point adjacent to the enemy spawn allows your team to back cap, that is they can capture the point on the other side of the enemy spawn.
Basically think of the control points as being part of a circle, or rather, I a pentagon, with the two spawns on either side of it. I'm on my tablet right now, so I can't do any ASCII art to show my idea, so I'll try to post something tomorrow.
i think more pvp options need to be considered and implemented. from the IRC chat with the lead dev, he gave an indication that they do want to give more pvp options. even though the game's initial focus was (is) the pve portion, with the initial launch, the first module and the second close behind, perhaps those things will be able to be focused on. this, of course, is pure speculation.
The more complicated it is, the less likely it is for people to like it. My point of view, is that if they keep the node capture style in this size of the map, then they should add 4 nodes that communicate between them with a center point. The center point shouldn't have a node, so that people should spread around and defend the nodes they've taken, rather than stacking in center.
I think that this is what makes Domination a bit awkward. If a much better team captures 2 and their close base, then you'll have to go through several waves of wiping... which is why people leave if they are overran.
More nodes, bigger maps, no center points, probably 7 people instead of 5. My 2 cents.
Premades vs Premades is different story whatsoever. Still I believe that even against R10 and Perfect teams facing each other, removing the center node would make up for much better games.
One thing that bugs me about PvP is that it feels like a Merry-Go-Around; you can capture points freely instead of taking them one after the other. There's no feeling of taking and defending territory since you get more glory and experience by capping as many points as possible regardless of whether you hold on to them.
no ;p glory and xp is based on time played and the win/lose. nothing else.
there``s a 15 min cap on arena for rewards. all time played after 15 min is useless, unless it`s still not clearly decided who wins.
i always go jump around and do nothing in fast winning matches to make it last longer.
because the time played is the same for both teams, only winners get 100%, loser 50% ;p
Hate running all around, I'd like to see more PvP, the OP is right. I'd also like to see greatly increased capping time of Gauntlgrym PvP capture points, they are captured too fast.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
The more complicated it is, the less likely it is for people to like it. My point of view, is that if they keep the node capture style in this size of the map, then they should add 4 nodes that communicate between them with a center point. The center point shouldn't have a node, so that people should spread around and defend the nodes they've taken, rather than stacking in center.
I think that this is what makes Domination a bit awkward. If a much better team captures 2 and their close base, then you'll have to go through several waves of wiping... which is why people leave if they are overran.
More nodes, bigger maps, no center points, probably 7 people instead of 5. My 2 cents.
i like this idea a lot.
Dovahkiin Gannicus, GWF Sentinel- Enemy Team Guild
Gannicus Destroyer, GWF Destroyer retired
Kate Beckinsale NB DC, Link NB GF
"There is only one way to be a champion..., Never ...ing lose"
Hate running all around, I'd like to see more PvP, the OP is right. I'd also like to see greatly increased capping time of Gauntlgrym PvP capture points, they are captured too fast.
The time is predicated on how many are standing on the node.
One person takes far longer than 10 people standing on the node.
Comments
I think that this is what makes Domination a bit awkward. If a much better team captures 2 and their close base, then you'll have to go through several waves of wiping... which is why people leave if they are overran.
More nodes, bigger maps, no center points, probably 7 people instead of 5. My 2 cents.
Premade matches (if they are good premade's) generally have players on all points at all times.
We are definitely dominating, and we are always about to win.
no ;p glory and xp is based on time played and the win/lose. nothing else.
there``s a 15 min cap on arena for rewards. all time played after 15 min is useless, unless it`s still not clearly decided who wins.
i always go jump around and do nothing in fast winning matches to make it last longer.
because the time played is the same for both teams, only winners get 100%, loser 50% ;p
Gannicus Destroyer, GWF Destroyer retired
Kate Beckinsale NB DC, Link NB GF
"There is only one way to be a champion..., Never ...ing lose"
The time is predicated on how many are standing on the node.
One person takes far longer than 10 people standing on the node.
Thanks, Captain Obvious! Now you can fly away.