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Re: Dev Discussion #64 - War / Siege Systems
Guild Wars 2 had great systems with their sieges in WvW. Hopefully we will see an updated version of similar mechanics and systems. - Destructible gates and walls. - Defensive and offensive siege equipment. - Capture point within the node/fortress/castle. - Castle/node defensive upgades (i.e. fortified gate, fortified… -
Re: Dev Discussion #64 - War / Siege Systems
What systems and features in mass PvP combat do you like and dislike? Liked:* Destructible walls in Elder Scrolls Online castles; more dynamic implementation would be great. * Escape doors in castle walls that are only usable in one direction by defenders. Disliked:* Bugs like in Lineage 2 where players could shoot through… -
Re: Dev Discussion #64 - War / Siege Systems
What systems and features in mass PvP combat do you like and dislike? Epic battles are fun as long as they are manageable and not a cluster fuk. What would motivate you to declare a siege or war on others in-game? if they smell or look funny or try to take my materials, mobs or snacks! Are there any must-haves that you… -
Re: Dev Discussion #64 - War / Siege Systems
What id like to see Sieges and large scale PvP for me were always enjoyable, when there is a lot of avenues and objectives to progess! -> not just a 250v250 zerg that keeps on deathballing and respawning So.... what id like to see in sieges are stages, that are self contained game experiences in the larger context. Utilize… -
Re: Dev Discussion #64 - War / Siege Systems
Systems in Mass PvP Combat: Preferences, Motivations, and Must-Haves Map and Terrain A well-designed map and terrain are crucial for mass PvP combat, setting the stage for strategic gameplay. Effective use of geometry, chokepoints, and positional advantages can significantly enhance the experience of mass PvP and siege… -
Re: Dev Discussion #64 - War / Siege Systems
What I like about wars: - Numbers < strategy/skills - The terrain prevents regrouping and forces the group to split up (but plains are good too ^^) - PVE objective < PVP - Death counts, not in terms of xp but in terms of movement, you respawn far from battlefield What would motivate me to declare a nod war: - A nod's… -
Re: Dev Discussion #64 - War / Siege Systems
This is what I don't understand about wars and sieges, either. This is a slow-travel universe with very few exceptions...and potentially NO exceptions depending on how the nodes develop. And on top of that, you can't even just ride to these places, you'll have to sail to reach half the world, potentially. But the team… -
Re: Dev Discussion #64 - War / Siege Systems
I like zerg-play in the sense that its massive groups of people clashing, where battlefield tactics win the day, and not the mindless zerging where nothing happens other than people staring at each other at max range and occasionally pew-pewing a bit. Coordinated groups rolling the enemy zerg's back-line, while your own… -
Re: Dev Discussion #64 - War / Siege Systems
Could be anything, i wouldn't view moba design as bad though as there are a lot of mobas out there, their mechanics are pretty simple as well. So I wa trying to think of a bit more advanced idea that made since in a mmorpg and on paper atleast creating a flow around the map. Which reduces big balling being the main… -
Re: Dev Discussion #64 - War / Siege Systems
Likes: -Strong Area Effect abilities available to a variety of classes and AE/Anti-zerg builds. Most MMOs have reduced AE effectiveness if a certain number of enemies are hit. I would like that removed/excluded from Ashes and possibly have some abilities that become stronger the more enemies impacted. -Area denial…
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