Feedback:User/Frosty/GvG End Game Mechanic
GvG End Game Mechanic | |
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User | Frosty |
Categories | Player vs. Player → Guild vs Guild |
The Current End Game Mechanic[edit]
As everybody who has played or even obsed GvG once in their life will know, the curreny system for ending GvG matches, is either Killing the Guild Lord (no shit), and the infamous, Aggressiveness mechanic. Like VoD, this idea started off as a decent one, when people didn't realise how abusable it was, and like VoD, when people found out how to abuse it, they did and still are.
At VoD, people would simply stall matches untill VoD, and the team with the most AoE damage, would simply roll the other team, due to the increased damage at VoD, and decreased healing. With the current mechanic instead of teams stalling, we have teams running split characters with no intention on killing the guild lord, but to sit at the opposing teams base and pump lord damage. rawr pretty much won the last monthy due polly (on a Me/N IoP ganker) sitting at the opposing teams base spamming blood and illusion magic on the guild lord. Any monthly that gets determined like that shows that the end game mechanic is either stupid/poorly made.
Aggressiveness itself[edit]
Aggressiveness is a very poor idea, lets think of it like this, you run 5 monks, and 3 gankers, you win because your 3 gankers do more lord damage than the other team, is your team more aggressive? Ofcourse not. Aggressiveness cannot be measured on how much damage you do to the guild lord, it just can't.
Suggestion for Different End Game Mechanics[edit]
End game mechanics have to be unexploitable (as possible), and must not go down the road of "both teams were evenly matched, now you do X to decide who wins" because that can often lead to random results not really based on the tide of the game.
End Game Mechanic based on Morale[edit]
My suggestion is to base the end game on how much "accumalative" morale each team has got, or what I would like to call "Morale Points". Morale Points are accumalated by gaining Morale through either Holding the Flag Stand for 2 minutes (and every 2 minutes here after), or, killing NPC's, which now grant the team with 2% Morale. Every % of morale gained is 1 Morale Point (so killing an NPC is 2 morale points, holding the flagstand is 10 morale points), even when you are 10% morale in match, you continue to gain Morale Points beyond 10 (obviously).
This suggestion would mean you couldn't simply "just gank" because if you loose the flagstand, you are down 10 Morale Points, but you couldn't let NPC's die because they are 2 morale points. It would force teams to play a well balanced team to deal with splits, hold flagstands and have the ability to split as well.
Ofcourse, the game will still end if one team kills the opposing Guild Lord. The time limit for this Morale Points Victory to kick in could be anywhere between 25 and 30 minutes.
Sorry for any Grammatical errors, I sum duqer.