AV Unblizzlike Anti-Fun, Pro-frustration Landmines

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AV Unblizzlike Anti-Fun, Pro-frustration Landmines

by hokage » Fri Sep 18, 2015 3:05 am

Ok so these landmines may have accomplished your goal of facilitating huge stalemates in AV but I'm not sure if any stopped to ask if they were maintaining the fun. They are not. They are one of the most frustrating aspects of this server's unique take on AV. Even if you are very careful to avoid landmines you can't prevent someone else on your faction blindly running into them and blowing you up. They don't provide any interesting strategic options and generally work to stifle novel tactics. Plus they exacerbate the heavily Alliance biased nature of AV. Yes the games are longer, but longer is not a desirable outcome when its due to a massive handicap put on the players that kills fun gameplay.
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Re: AV Unblizzlike Anti-Fun, Pro-frustration Landmines

by Vorfidus » Fri Sep 18, 2015 3:17 am

Land-mines were included in the Blizzard version of pre-nerf AV. Do your research next time!
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Re: AV Unblizzlike Anti-Fun, Pro-frustration Landmines

by Pokeypointy » Fri Sep 18, 2015 5:53 pm

There's a reason why it's called "pre-nerf", AV was hard to win back in the day, it was epic and a win meant something. Though these days AV is still quite fast compared with the retail pre-nerf AV.
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Re: AV Unblizzlike Anti-Fun, Pro-frustration Landmines

by Shonem » Fri Sep 18, 2015 11:02 pm

The landmines are fine, what they need to fix is horde cheaters exploiting a wall jumping bug to win the match.
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Re: AV Unblizzlike Anti-Fun, Pro-frustration Landmines

by Robotron » Fri Sep 18, 2015 11:06 pm

Shonem wrote:The landmines are fine, what they need to fix is horde cheaters exploiting a wall jumping bug to win the match.

And fix the Alliance cheaters exploiting the bridge terrain to drag out a match 8+ hours.
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Re: AV Unblizzlike Anti-Fun, Pro-frustration Landmines

by Shonem » Sat Sep 19, 2015 1:03 am

Robotron wrote:
Shonem wrote:The landmines are fine, what they need to fix is horde cheaters exploiting a wall jumping bug to win the match.

And fix the Alliance cheaters exploiting the bridge terrain to drag out a match 8+ hours.


That isn't an exploit, it's working as intended, and it's not that hard to break an alliance defense on the bridge, I've seen horde do it when ALL alliance were on defense before.

There is a similar chokepoint on horde side that horde barely utilize, that I've seen horde use to turtle for quite a while on in front of TP.
We also get caught up on your roads at the first tower, the npc's respawn in seconds and stifle our push with only minimal horde defense, meanwhile horde are already up north by the bridge while we only have snowfall due to the map design.


Even if this all weren't true, it's still cheating to wall climb into a base and ninja cap it, and anyone caught doing it should get a warning/temporary ban.
The devs should fix this exploit ASAP, because if people can cheat, they will.
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Re: AV Unblizzlike Anti-Fun, Pro-frustration Landmines

by Robotron » Sat Sep 19, 2015 1:30 am

Horde are just using the terrain geometry. If it wasn't intended for us to be able to jump up that, they'd have made it a more sheer cliff. There's probably very limited spots these jumps are possible, which creates a choke that Alliance barely utilize.

See? I can play this game, too.
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Re: AV Unblizzlike Anti-Fun, Pro-frustration Landmines

by Shonem » Sat Sep 19, 2015 1:54 am

Robotron wrote:Horde are just using the terrain geometry. If it wasn't intended for us to be able to jump up that, they'd have made it a more sheer cliff. There's probably very limited spots these jumps are possible, which creates a choke that Alliance barely utilize.

See? I can play this game, too.


You seem to be the only one playing word games, if you want to continue justifying using a wall jumping glitch, be my guest.
But comparing cheating to using a natural choke point on the main road is foolish, and you know that as well, so don't pretend for two seconds that you feel justified in doing so, you KNOW it's cheating and exploiting, you just don't care.
I've been on offense that horde turtled against us for hours, and I've been in an alliance turtle that lasted hours as well against the horde.
But so far I haven't seen alliance exploiting a jumping glitch to bypass 90% of the horde defenses to ninja their relief hut just because horde turtle in a game, and if I did I would be telling them off in game if they were on my team.
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Re: AV Unblizzlike Anti-Fun, Pro-frustration Landmines

by Datruth » Sat Sep 19, 2015 2:11 am

Shonem wrote:That isn't an exploit, it's working as intended, and it's not that hard to break an alliance defense on the bridge, I've seen horde do it when ALL alliance were on defense before.

There is a similar chokepoint on horde side that horde barely utilize, that I've seen horde use to turtle for quite a while on in front of TP.
We also get caught up on your roads at the first tower, the npc's respawn in seconds and stifle our push with only minimal horde defense, meanwhile horde are already up north by the bridge while we only have snowfall due to the map design.

Even if this all weren't true, it's still cheating to wall climb into a base and ninja cap it, and anyone caught doing it should get a warning/temporary ban.
The devs should fix this exploit ASAP, because if people can cheat, they will.

I'm exalted and I've literally never seen horde break a 40v40 turtle unless they had riders and the allies sucked, or if the horde outnumbered them by a lot. Alliance can aoe the bridge and they got hard hitting npcs to help them out. That isn't even the only advantage Alliance got, Horde Tower design vs Alliance Bunker design and the NPC positioning in their base is extremely Alliance favoured aswell. I agree horde got a decent chokepoint at TP, but Alliance can utilize Icewing bunker chokepoint aswell, they just rarely do it because they already got the base chokepoint, so 2-1 in that department. If you can't accept those facts then there are something seriously wrong with your perception of reality.

Btw is wall jumping even considered an exploit? I know it's an exploit if you reach otherwise unreachable locations, but that isn't the case in AV.

Also, I personally don't remember this too well, but aren't the mines blizzlike? The mine layers are real NPCs on all vanilla databases.
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Re: AV Unblizzlike Anti-Fun, Pro-frustration Landmines

by Shonem » Sat Sep 19, 2015 4:23 am

Datruth wrote:Btw is wall jumping even considered an exploit? I know it's an exploit if you reach otherwise unreachable locations, but that isn't the case in AV.



The conversation can literally go nowhere with just anecdotal evidence alone, obviously you have your experiences and I have mine, and mine include just as many easy turtles as yours do, mine just don't take place in the same areas.
You get held up at the bridge, I get held up every cap from Galv to tower point over and over again.(that entire area feels like how you guys describe DB)

The fact of the matter is that those are normal choke points in the game, the other thing is an exploit.
And yes, OBVIOUSLY wall jumping to get behind a base you would otherwise have to run into through the front so that you don't face any of the guards, is an exploit.
If horde couldn't do that, and instead alliance could bypass the entire road into your base and just sneak in to ninja the GY, you would be the exact same people in here complaining even louder than you are now that it's a cheat and the alliance players doing it should be reprimanded in some way, guaranteed.
In live WoW this sort of thing would of been hot fixed in a minute, but this is a privately run server and these things take time.
In the meantime however it'd be nice if horde showed enough backbone NOT to exploit an obvious cheat in the game to get an easy win.
It's happened to me almost every game I've been in today, and several times it's worked out to give horde a win in a game they were otherwise losing.
Alliance makes headway on TP, and suddenly horde are capping our base out of nowhere.
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