#Re-work the 30 minute contend timer in Guild Wars.

5 messages · Page 1 of 1 (latest)

vagrant saffron
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Issue: Guilds are sitting on a node watching the timer (and sometimes re-contending it after the timer runs out) and in this state it cannot be attacked by other guilds.

Suggestion: Reduce the contend timer and put in place the following aspects: The moment a player presses contend and sits on the timer they are technically defending it and as such their defending rights on any other node should be removed leaving that node more vunerable. In addition, other guilds should be able to attack the contender in a PvP situation for the right to contend/attack the node. If they win, they become the contender and so forth. The timer starts from when the first player contends and runs out regardless of whomever controls the contention. If the timer has elapsed the player immediately has to take the node within a set time frame or forfeit, much alike the 5 second attack or lose your turn approach. If the timer has elapsed during a PvP situation the winning player has to take the node immediately under the same circumstances.

Outcome: A more strategic approach required with added jeopardy. Players would need to decide to leave the node they are currently defending (if at all) and either risk a PvP situation or multiple instances of for the length of the timer, or take the node immediately.

last wraith
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How can you defend something you technically don't have yet?

Also, everything you said after 'the timer starts from when...' is exactly the way it currently works?

vagrant saffron
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Hi Hellkite,

Your contesting it and sitting on a timer, it's technically defending the right to attempt to take it.

When the timer starts, what I mentioned doesn't happen, hence the suggestion.

reef locust
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I like this idea. It’s probably costly to implement, details would have to be worked out, and explaining how this works might be a bit of a challenge, but I always found it odd that we could attack any node on the map that my team is connected to regardless of where we are defending.

A change like this may also give more transparency to other teams’ movements on the map. Today, when we see a node going into contention, we cannot see which team is trying to get through if there are multiple teams controlling the connecting node. We take a guess based on their prior behavior and put contingency plans into action. We can reduce the guessing work there. I don’t know if that is a good thing or bad thing, but I’m intrigued by the concept.

On the other hand, this reduces the effectiveness of lower level knights. The way the game works today, they can contend-and-wait just as effectively as a level 70. We are going to lose that, if enemies can see that it’s a level 50 knight contending a node and take it away from them. I am not particularly crazy about that.

round sluice
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Had an opponent guild, that has re-contending 3h befor EoD. That was crazy.