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nodewar Nodewar - Alustin - Western Guard Camp (T3)


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Posted

Little Feedback on the first Nodewar:

The nodewars on Alustin seemed to have started pretty well and bugfree. Taking the T3-Node "Western Guard Camp" we encountered Kampfkekse and Eternity. Thanks to both Guilds for the fights and a first pretty cool Nodewar! Greetings from VII.

Overall, we did not encounter any difficulties and I am really impressed by the complexity of the system. It feels like a really awesome big-scale pvp. In comparison to other games the 3-hour-games are pretty nice, since there is no "afk-capping" castles, simple karmatrains or anything like that. It has the big scale feeling, but also sets a pretty good timelimit. 3 hours are pretty intense to fight, but they don't feel like too long or too short.

The castlebuilding, the separation of the map for the different pvp-parts and everything is really cool and works nicely it seems. Even though it is a bit early to really give solid feedback due to the limited amount of matches, there are two things I personally think should be adjusted:

1. The spawn-timer after death is too short I think, a guild that is not much weaker than the attacking guild might outlast 2 or 3 hours due to the defensive siegeweapons and a spawn that is almost instant. Maybe give it a little bit more time like 10 seconds? Otherwise people can keep throwing bodies at you for 3 hours.

2. The kill-counter with all the seperate statistics for each player in the guild menu is really nice! But it should not disappear 2 hours after the nodewar? Those statistics are nice to have and maybe there should be an "Overall" statistic that keeps on counting and one like "Actual Nodewar". Would be nice!

 

Overall: Was much fun and the first war in the testphase went extremely fine for us, hopefully all the other problems with early starts or dcs will get fixed within the two testweeks! This feature has a great future in my opinion : )

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Posted

The respawn timers are that fast to avoid zerg guilds taking a node from a small guild within 2 min. Timer should stay the same for Rank 1 nodes and maybe up it a bit for Rank 2 and 3.

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Posted

The respawn timers are that fast to avoid zerg guilds taking a node from a small guild within 2 min. Timer should stay the same for Rank 1 nodes and maybe up it a bit for Rank 2 and 3.

This makes sense. But they should remove/shorten the spawn protection or make it so you cant heal up to max health...

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Posted

This makes sense. But they should remove/shorten the spawn protection or make it so you cant heal up to max health...

They can only heal up to full healt if the recovery center is still up.

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They can only heal up to full healt if the recovery center is still up.

Nope, they can get healed by witches and wizards. Maybe even self heal works but not sure about that.

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Posted

The biggest problem we had was the fast spawn timer and the ammount of HP the fort has. We fought at hasrah cliffs against Forged, VOW, Tangra, Friskytarna and Oldschool, In the end only Oldschool and we were left. But we couldn't manage to destroy Oldschools tower because of the fast respawn and their high ammount of mages. In the end the time ran out and nobody got the Node, it was still a very good fight, so a big "thank you" to all participazinf guilds.

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Posted (edited)

1. The spawn-timer after death is too short I think, a guild that is not much weaker than the attacking guild might outlast 2 or 3 hours due to the defensive siegeweapons and a spawn that is almost instant. Maybe give it a little bit more time like 10 seconds? Otherwise people can keep throwing bodies at you for 3 hours.

Except a "guild that is not much weaker than the attacking guild" shouldn't experience an instant Crushing Defeat.  Near-Equals can stalemate and it won't ruin the Entire Map or anyone's day for that matter.  It actually HELPS Nodewars by keeping it populated with a wider variety of guilds.  This isn't MarchMadness, it's a community

Edited by iller

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Posted

Was indeed good fight, we kinda went all in the end and you got the fort in like last 2minutes,

What i really hated about the system is the ability to rebuild !! You have no chance against bigger guilds with the ability to rebuild, we flanked twice got 2 recovery centers, another flank and they are up again, they are not easy to destroy, and being able to land a flank puts up the strategic minds for the whole siege thing.

But guilds wont care since they can rebuild it all.

I'm not denying we used/rebuilt against you, but all i'm saying you shouldn't be able too.

The function to be able to rebuild barricade/recovery/tower that takes ages to destroy to see the enemy placing a new one in 10sec is devastating.

In general, loved the nodewar and goodfight VII.

 



 

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Except a "guild that is not much weaker than the attacking guild" shouldn't experience an instant Crushing Defeat.  Near-Equals can stalemate and it won't ruin the Entire Map or anyone's day for that matter.  It actually HELPS Nodewars by keeping it populated with a wider variety of guilds.  This isn't MarchMadness, it's a community

I don't think that big guilds will fight smaller guilds that often in the node wars, and if so it's because the small guild overestimated itself and then they deserve to be crushed. Bigger guilds won't go for any note beneath 2, that i can guarantee you.

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Posted

Was indeed good fight, we kinda went all in the end and you got the fort in like last 2minutes,

What i really hated about the system is the ability to rebuild !! You have no chance against bigger guilds with the ability to rebuild, we flanked twice got 2 recovery centers, another flank and they are up again, they are not easy to destroy, and being able to land a flank puts up the strategic minds for the whole siege thing.

But guilds wont care since they can rebuild it all.

I'm not denying we used/rebuilt against you, but all i'm saying you shouldn't be able too.

The function to be able to rebuild barricade/recovery/tower that takes ages to destroy to see the enemy placing a new one in 10sec is devastating.

In general, loved the nodewar and goodfight VII.

 



 

Absolutely true, when we figured out those can be rebuilt, we already thought it would be a draw to 100%, since we also tried to destroy your fortifications over time. One of our players tried to repair a tent and deleted it :D But thats a really good point, rebuilding shouldn't be allowed as well I think.

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Absolutely true, when we figured out those can be rebuilt, we already thought it would be a draw to 100%, since we also tried to destroy your fortifications over time. One of our players tried to repair a tent and deleted it :D But thats a really good point, rebuilding shouldn't be allowed as well I think.

Or restrict it somehow. Not more than x players at a time, only a certain number of quartermaster allowed per guild, CD to repair after the castle took damage. Repairing itself isnt bad, just how it is implemented.

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Posted

Or restrict it somehow. Not more than x players at a time, only a certain number of quartermaster allowed per guild, CD to repair after the castle took damage. Repairing itself isnt bad, just how it is implemented.

Repair is one thing, but placing a new one is different dude.

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Posted

Repair is one thing, but placing a new one is different dude.

Oh, well yes. Thats was terrible idea.

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I don't think that big guilds will fight smaller guilds that often in the node wars, and if so it's because the small guild overestimated itself and then they deserve to be crushed. Bigger guilds won't go for any note beneath 2, that i can guarantee you.

Did you look at the Map? There are like 5 guilds that went for Rank 1 Nodes with over 70 Members on Alustin.

Advertising as pvp guild in there Info & Proud owner of Node "xx" in channel chat recruitment. B|

What i really hated about the system is the ability to rebuild !! You have no chance against bigger guilds with the ability to rebuild, we flanked twice got 2 recovery centers, another flank and they are up again, they are not easy to destroy, and being able to land a flank puts up the strategic minds for the whole siege thing.
 

You do understand that with awakening weapons a single person can destroy a Barricade in under 15 seconds without a horse? Node Wars aint balanced around non-awakening weapons. And PA is not going to change our version until we get awakenings trust me.

 

And yes it is easy to destroy buildings - all you need is a canon. If none goes for the canon you'll destroy Flame towers and other buildings within a couple min. We where fighting in Cron Castle last night and there is only one way in (and a secret mountain climbing route).  We where 13 people defending against a guild with 70+ members for over 70 min (Not sure how many of them where fighting us at the end. All i saw was red names all over the place) and we could defend easily until they got the canon. Then it was over in a couple Minutes because the canon does not need to hit the target. Its enough if you shoot the walls of the caste and you'll also hit the buildings inside. And the canon hits several buildings not only one.

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