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Posts
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Honestly, if the basic layout of the PvP mechanics described here were implemented, then there would be no need to have the flags in the PvP zones only. You could have the flag anywhere, in any zone, open up all zones to both sides and have a huge increase in players because now you could have true comic-based battles, complete with the monologuing before the battle (Challenge) begins.
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Well, I'd leave the game. This is in fact the only change I've been able to think of that the devs could implement that would do this. I don't want to have to deal with people PMing "PVP ME" all the time. The "PL me", "Fill?" and "buy inf?" tells get annoying enough. The last thing I need is someone following me around while I try to get stuff done and harassing me by killing spawns while I do the oh so common hunt missions just because I've spurned an invite to pvp. I've seen nothing in the flag suggestion that would prevent this.
I suck at person vs. person video games, and I don't have the time required to improve. I enjoy the PvE game because I can treat it like a puzzle game and I really am not down with being harassed.
Some of the OP's post sounds like it could be used to improve the PvP game. Best of luck on that. -
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Does ANYONE have Castles name yet?
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Quoth Arcanaville
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Freedom Floyd or Justice Josh
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Quoth _Castle_
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Also...Arcanaville for the win!
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I'd say the guesses are getting better unless _Castle_ is deliberately leading us astray.
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I've done some research on spawn points as well. So far, I'm using the maps from vidiot maps, writing the ship pathways over the top. I've got fairly good pathing on Talos, Founders and Atlas and a pretty good idea on Steel and Peregrine (I only have approximate entry positions here).
At this time, I can only imagine the ships were inteded to be taken down. In almost every map there are places where we can jump them good without fly, for at least a little while. I don't know why the devs thought particular powersets would be required unless they were referring to slows or blasts being much more useful than trying to melee with supressing travel powers.
Two things.
First: most invasions seem to have 'squadrons' of nine ships (I've counted 3 times in 3 zones).
Second: Of the ones I have mapped so far, only Atlas park has one squadron per wave. Most maps have two squadrons per wave running on different paths. For instance, Talos has a north and south group on the first wave, only the southern squadron of which is noted in the map (the northern squadron overflies the ship to Striga). The second wave also has a second squadron (the western one is noted, eastern is not), it enters next to the island with all the Banished Pantheon masks heading north). Steel canyon also has north/south and east/west squadrons during each wave, as does Founders and Peregrine. In Taols and Peregrine the two squadrons actually come very close to one another.
Now, I will admit I do not know if it is this way every time. I've seen talos and Founders twice, all the others once. I can say talos and founders had 2x2 both times.
The most interesting thing I've noticed so far is a dropship path in steel where the ships head right past the hospital (second wave, western squadron). This could be an ideal place to jump them, since I don't think invasion rikti spawn near hospitals and they are right at the hospital's rooftop height.
If somebody is interested in my notes, I'd be happy to share as best I can, but I do not have any image hosting set up. At this time, I think full mapping of invasions will take either two repititions of a zone or two or more people working together. Some of the paths seem quite circuitous. -
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No likey PvP.
Glad PvE and PvP are kept separated, too (CoH side anyhow, not much experience CoV side so I don't know there). So far I think the devs are doing a good job preserving the PvE experience I had when I started before PvP was part of the game. -
I'd always suspected this was the case. At least now I know why on teams it is almost impossible to lay a trip mine once combat is joined (even if I haven't attacked and ended my stealth yet).
It's incredible to me aggro was implemented to effectively ignore stealth. On top of that, I don't suppose stealth is an additional factor than can draw extra aggro once spotted? Or maybe it's just that blasters have a higher threat level - I know I often felt that I was being singled out.