Minor Tweaks Can Make PvP and GW a Lot More Fun

ZXer
Member Posts: 269 ✭✭✭
1. Use everyone's team #1 to guard at least one sector at higher level. Use everyone's team #2 to guard at least one sector at mid level. Use everyone's team #3 to guard at least one sector at low level.
Therefore everyone gets to play.
Right now my defenders never see lights of day because they are guarding ... drum roll .... BONUS ROUNDS!!!!
This will do 2 things:
FIRST defensive team #1 can have all the best weapons and defensive traits. Not many people can invest on defensive weapons and traits for all 3 teams.
SECOND it will give incentive for more people to invest in defensive weapons and traits. Otherwise, people like me will see no point on spending on things like starbound rifles.
2. It is still a good idea to let the best / most invested players to guard more of the higher levels. So for example on 19-20 ABCD = 32 PvP missions
32 missions minus 20 players x 1 defensive team #1 = 12 missions. Best 6 players in the guild can have their team #2 and team #3 defending as well in islands 19-20 ABCD.
3. At islands 12, 19, and 20, defenders difficulty should be adjusted slightly up. For example, add +3 level for defenders on island 12, then +4 on island 19, then +5 on island 20. This will slightly alter the body shots / crits. Even better if the adjustment is not done on survivor level, but rather, on pink level (therefore, adjusting all traits level up). But a simple adjustment to survivor level will probably be good enough.
4. There should be timer like in outpost, to make sure attackers don't just sit and wait
Therefore everyone gets to play.
Right now my defenders never see lights of day because they are guarding ... drum roll .... BONUS ROUNDS!!!!
This will do 2 things:
FIRST defensive team #1 can have all the best weapons and defensive traits. Not many people can invest on defensive weapons and traits for all 3 teams.
SECOND it will give incentive for more people to invest in defensive weapons and traits. Otherwise, people like me will see no point on spending on things like starbound rifles.
2. It is still a good idea to let the best / most invested players to guard more of the higher levels. So for example on 19-20 ABCD = 32 PvP missions
32 missions minus 20 players x 1 defensive team #1 = 12 missions. Best 6 players in the guild can have their team #2 and team #3 defending as well in islands 19-20 ABCD.
3. At islands 12, 19, and 20, defenders difficulty should be adjusted slightly up. For example, add +3 level for defenders on island 12, then +4 on island 19, then +5 on island 20. This will slightly alter the body shots / crits. Even better if the adjustment is not done on survivor level, but rather, on pink level (therefore, adjusting all traits level up). But a simple adjustment to survivor level will probably be good enough.
4. There should be timer like in outpost, to make sure attackers don't just sit and wait
Member of MavsOG
Comments
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I'm curious what the reason is to have any defenders other than those of the players specifically playing that day. Is this player preference that it was set up this way?
I guess it is to my advantage in that I have guildmates who have better defenders and $ gear, but I don't know whether it's fair when they aren't playing that day. -
Muirna said:I'm curious what the reason is to have any defenders other than those of the players specifically playing that day. Is this player preference that it was set up this way?
I guess it is to my advantage in that I have guildmates who have better defenders and $ gear, but I don't know whether it's fair when they aren't playing that day.
Players with more pink stars seem to be put to guard higher islands, though I am not sure the exact mechanic. Somebody reported if even if everyone put their best survivors as team #1 and put all crap on team #2 and #3 = the best player will still guard the top islands also with their crap team #2 and #3Member of MavsOG -
Yeah, I just mean, I don't know why it was set up that way by NG.
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4- starting from Island 12, walkers only spawn from attackers side so that defender can focus on killing the attackers instead of dealing with walkers
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Also adjust the points upward similarly so that you get much more VP and RP for clearing top level pvp missions. PvP is basically already now harder than many pvz missions, and getting 1/3 of the points for doing them is a slap in the face.Ingame username: Jubjab
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Burmeliinis said:Also adjust the points upward similarly so that you get much more VP and RP for clearing top level pvp missions. PvP is basically already now harder than many pvz missions, and getting 1/3 of the points for doing them is a slap in the face.Member of MavsOG
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Except on very specific maps + spawn or with an annoying lot of pink stars Carl leader, PvP is really not that hard with the unlimited range hunter weapon + GCarol
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Noiserating said:Except on very specific maps + spawn or with an annoying lot of pink stars Carl leader, PvP is really not that hard with the unlimited range hunter weapon + GCarolMember of MavsOG
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That's why I said except from certain maps and spawn 😉
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But Maverick NWO is top 1 or 2, so maybe harder because I guess a lot of 5 pink defenders. I play in guild top 40 and I personally find it not that hard
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Noiserating said:But Maverick NWO is top 1 or 2, so maybe harder because I guess a lot of 5 pink defenders. I play in guild top 40 and I personally find it not that hard
1. As you mentioned, it only gets hard at the very top where you have to play 5 pink defenders. Without pink differentials, generally speaking yes PvP shouldn't be that hard.
2. Even so actually I agree with you, it is not that hard. What happens is even for top guilds - it is not very often they play each other. Most of the time they play other guilds outside the top 10. And then they get complacent, forgot to check who they are playing against. Forgot to check the opponents traits and weapons. Or simply going with glass cannon team thinking they can hit 1-2-3 and then done. But then a combination of unlucky maps and unlucky body shots / crits suddenly change the game
But Jubjab's (and my) point is ... these days there are more points lost on PvP than there are on PvZ maps. So PvP on higher islands like 19 and 20 should deserve the same VP / RP as PvZ ...
On the other hand the low island PvP shouldn't get the same RP as higher islands ...Member of MavsOG -
The game meta has changed and keeps changing so that our heroes are getting more and more powerful, while walkers remain the same. This actually means that pvp is becoming harder and harder, as the opponent heroes has a potential to be really deadly.
Now we just need NG to notice this and make some small changes (for example as suggested in this thread) to really make pvp the beef of GW! Which in a way was what GW was supposed to be from the start - play a few easy pvz missions and then the boss mission against a human enemy!Ingame username: Jubjab -
NG could also make some hero updates to make them exclusively for GW defense.
For example:
- Sniper Morgan always stays on overwatch (i.e. automatic primed)
- Dwight gets built-in revenge & retaliate
- Merle always roots on non-body shotsIngame username: Jubjab -
Burmeliinis said:NG could also make some hero updates to make them exclusively for GW defense.
For example:
- Sniper Morgan always stays on overwatch (i.e. automatic primed)
- Dwight gets built-in revenge & retaliate
- Merle always roots on non-body shots
Member of MavsOG -
Burmeliinis said:NG could also make some hero updates to make them exclusively for GW defense.
For example:
- Sniper Morgan always stays on overwatch (i.e. automatic primed)
- Dwight gets built-in revenge & retaliate
- Merle always roots on non-body shots -
@ATLAS-Z can you suggest this to @LexiaBurmeliinis said:NG could also make some hero updates to make them exclusively for GW defense.
For example:
- Sniper Morgan always stays on overwatch (i.e. automatic primed)
- Dwight gets built-in revenge & retaliate
- Merle always roots on non-body shots
Member of MavsOG
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