User talk:Xeeron/suggestions/Bring Back VoD

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Simple solution- bring back gates and VoD, but don't make npcs walk. Make the bonuses to damage and penalties to healing apply, and keep the damage on lord part. This makes lord ganks harder due to the need to take the guild thief.

Or don't bring back VoD because it promoted stale, overly defensive [rawr] builds. A better solutions would be to make the guild lord walk out at a certain time instead of having a stupid ass tiebreaker with a completely invisible "aggression" bar. The match needs to have a definite "end," but the problem with the old "end" is that rawr builds could turtle for 20 minutes, then using VoD as a crutch to make up for the damage they didn't bring, spike out the opponent. That was very boring to play against and to watch. The match needs some kind of end mechanic - but preferably something that doesn't magically increase a hyper defensive build's killing power. -Auron 17:17, 19 January 2009 (UTC)

Ya that seems decent. If A-Net had to keep this Aggressiveness i would like to see like a meter or something that confirms that one team is winning or losing. Nothing worse then sending a split off and while your split is bashing on their lord, theirs is bashing on yours and then the 28 min mark pops up and guess what, you lose. I didn't mind the old VoD as much as some people but yes it needed some changes. That's my thoughts.

I agree with above, I hate the fact that I can never truly tell if I'm about to lose horribly at the end for no apparent reason. Colonel Hawk 05:40, 27 January 2009 (UTC)

Aggression bar ideas[edit]

Since people are moaning about VoD supporting rawrspike by turtling, then here is the alternative. Provide a logarithmically scaled aggression bar for difference in aggression. Middle of bar 0, red team going one way, blue the other. If blue gets aggression advantage, blue bar appears going one way, for red it goes the other. The advantage over showing the difference is that you don't need to compare two bars. As for making it logarithmic, the advantage is that very small differences can be seen much more clearly, and big differences won't create a massive bar spanning half the screen. If the aggression DOES happen to go over the bar, bar is full with a slow shift from set color to white and back again, cycling faster as aggression is further gained. That way you can keep track of aggression easily. Invisible systems suck, which is why we have visible health bars in these games, so you know whether the target is actually going to DIE or not. Owut 18:03, 21 January 2009 (UTC)