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Would You Like To See a Commander System Like GW2 Implemented?
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GW2 Style Commander System for Cyrodiil


Started by Artarius Aetius
Post #26349
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I think to prevent people from mindlessly running around or arguing about who should be leading in cyrodiil they should add a commander tag system just like guild wars 2. When people see someone with a commander tag they will definitely not question his/her judgement unless they prove to be a bad commander.

Here's how the gw2 system works. (further into the post i make some suggestions to make it accommodate TESO and fix the things GW2 did wrong)

Quote:If you want to lead a large group of people in WvW, it would help to become a Commander. To become a squad commander you need to purchase and activate a Commander’s Compendium. Once enabled, your character can become a squad commander at any time. You can find these vendors in Divinity’s Reach and WvW just visit Commander Rupple or the Master Strategist to pick it up. There are many benefits that come with being a commander, and they are all very useful for running a WvW group.

Commanders were implemented to solve a specific problem in Guild Wars 2. Originally, there was just one chat in which everyone could speak unless you were in a small group. This lead to a dysfunctional chat since most of it was just clutter unless you were playing alone. ArenaNet fixed this problem by implementing squads into the game. A Squad is run by one commander who can speak to the rest of the group in the dedicated channel. Normal members of the squad can not type in the chat which solves the clutter problem.

Squad commanders can invite new players to a squad by selecting their characters. Players can also join an existing squad on their own by selecting the squad icon above the heads of characters in the squad. This is a big bonus of becoming a commander, and it makes running a squad a lot easier since you don’t need to send out a special invite to 50 people. Players will just come and go as they please. But when they join, it’s unlikely they will want to leave a large group in WvW.

The commander also gets a special set of map markers they can use to guide the group. These include an attack, a defend, a rally and a bring supply marker. This makes it much easier to point out locations where players should be focusing on.

You are probably wondering how much it will cost to become a commander. It’s not as simple as clicking a button and leading a Guild Wars 2 event. Purchasing a manual costs a substantial sum of gold, 100 gold to be exact, seemingly a lifetime away if you have just started your character. It’s OK because that’s the point. This is actually a good thing since it is intended to bring some reputability to the leaders who choose this route and prestige to the title you worked so hard for. If you can afford 100 gold to become a commander, assuming you didn’t just buy gems and sell them, you should have extensive knowledge of the game as well as play time so people will feel comfortable following you into battle.


* You can have multiple commanders on the map and people can turn there tag of if they would like someone else or another guild officer to take over.

* The tags are extremely expensive you won't be seeing 50 commanders running around.

* This will allow for there to be more coordination amongst the "pugs" pug = Person Unaffiliated with any Guild zerg/group that is currently in WvW. zerg= large group of players(there can be pug zergs too) So you wont have random people running around and people will just follow one of the commanders.

* You can see a commanders tag on the map and above there head.

* The enemy cannot see who is your commander.

Make it accommodate TESO by doing the following:
* People can join/leave a commanders squad. The commander can place special markers/waypoints to designate targets and such. when you join a squad a raid ui appears with everyone's hp bar. It would be optional to hide the raid ui too.

* I suggest making the commander tag cost a very large amount of alliance points to purchase.


I would love to see this implemented so that there will be coordination for everyone in Cyrodiil and not just guild

[Image: gw016_zps6342a165.jpg]
[Image: gw014_zpsf252f3d9.jpg]
This post was last modified: January 26th 2013 10:58 PM by Artarius Aetius


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Post #26356
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If you Vote "No" please elaborate on why you chose "No."


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Post #26366
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I landed on "No" due to the system in Guild Wars 2 not being great at all. First off all, the whole idea of buying your commander title with money is retarded, a player can basically just play PvE all his life and simply buy a commander title and everyone will follow him around like he's the Messiah. Second, almost everyone will end up running around after the commander, making the whole thing a zerg-fest. And GW2 WvWvW is so much more boring due to this. It should be tactical play and teamwork that wins the battle, not a matter of who has the biggest zerg. This also discourages players to actually take initiative and create their own squads and plan tactical assaults, and people will headlessly follow the commander regardless of how good he/she is or not.

And as for the commander title being expensive in GW2, really? I can afford buying Commander title for me and my closest friends just by playing the game regularly.
This post was last modified: January 24th 2013 12:38 AM by Sponx
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Post #26370
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No. The large, accomplished, talented guilds will organize among themselves when large scale PvP is occurring. Pub players will follow the big dogs around and likely serve as fodder. If you take offense to that, sorry, but in large scale PvP organization is key, and the only people with organization are dedicated guilds.
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Post #26384
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(January 24th 2013 12:35 AM)Sponx Wrote:  I landed on "No" due to the system in Guild Wars 2 not being great at all.

There's a reason I don't play anymore.


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Post #26389
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I rather we have our own system and not have anything like GW2,
for one that systems not really good,
you can do everything that system is with just a little team work, and some type of voice chat system,
  • Easy way to do all this is to form a large group / Raid.
  • get on some type of voice chat, and have someone that is assigned as a PvP leader give some orders to the raid,
  • and have everyone work together as a team = Win. very easy.
and if someone doesn't work with the team I'll get a evil monkey to kill them! lol

[Image: dcevilmonkey001.gif]
This post was last modified: January 24th 2013 02:02 AM by Lobsel_vith


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Post #26411
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actually buying commander token does not give real advantage in battle.

if you have great imagination you dont need to use it.

but i still vote yes


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Post #26422
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While I think having a Commander system would be good, I dont think TESO should follow the Guild Wars 2 example exactly. The Commander idea is good, gives people an idea of who to follow and usually means that groups are following someone who knows what they're doing. However requiring a large ammount of gold to become a commander is something I'd rather avoid. Instead simply having the ability to create large raid-like groups for PVP and nominate someone as commander with some sort of identifying symbol might work better. If the commander symbol was still visible for those outside the raid (but still in the same faction) it would largly fulfil the same role as in GW2 but without the requirement of being part of a wealthy guild to afford the privellege.
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Post #26653
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(January 24th 2013 12:35 AM)Sponx Wrote:  I landed on "No" due to the system in Guild Wars 2 not being great at all. First off all, the whole idea of buying your commander title with money is retarded, a player can basically just play PvE all his life and simply buy a commander title and everyone will follow him around like he's the Messiah. Second, almost everyone will end up running around after the commander, making the whole thing a zerg-fest. And GW2 WvWvW is so much more boring due to this. It should be tactical play and teamwork that wins the battle, not a matter of who has the biggest zerg. This also discourages players to actually take initiative and create their own squads and plan tactical assaults, and people will headlessly follow the commander regardless of how good he/she is or not.

And as for the commander title being expensive in GW2, really? I can afford buying Commander title for me and my closest friends just by playing the game regularly.

I not sure what server you played on but I'm currently on a tier 1 server and the competition on tier one is far from zerging. It may seem like a zerg to you but the commander and his guild are using strategy through TS3 and Vent. Zerging around will result in you getting wiped by a more organized force. The big guilds make up the majority of the players and the remaining pugs just add to the force. Trust me there is a lot of strategy involved.

There still are tactical groups that are set to go around and disrupt the enemy supply lines. This is a key tactic is slowing down the upgrading process for a tower.

Also people will not follow a commander if they prove to be ineffective. They will usually ask that commander to step down and let someone else lead. With out a commander the pugs will be running aimlessly around and I don't believe they would enjoy that.

I never said we should use the same gold system that GW2 uses to purchase a tag. I was thinking it should cost a similar amount but in alliance points.


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Post #26793
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Voted no. As already mentioned, it promotes zerging. ^Arterius, you may be using strategy but that does not change the fact that pugs flock to commander tags like magnets. I've played in T1 for all but a few weeks since launch. I never use the commander tag because I run in smaller groups and do NOT want pugs unnecessarily following me around. I would like something that makes it easier for my group/alliance to follow me, but I still just opt to deal with not using a tag and deal with it.

On a side note, commander tags are not the only thing in GW2 that inherently promotes zerging, which I hope ZeniMax pays attention to.

I would much prefer something along the lines of what Warhammer had with "warbands" (basically raid group of four regular size groups) and maybe markers that only people in your group/raid can see (not the entire map).


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Post #26800
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(January 24th 2013 02:11 PM)Helspyre Wrote:  Voted no. As already mentioned, it promotes zerging. ^Arterius, you may be using strategy but that does not change the fact that pugs flock to commander tags like magnets. I've played in T1 for all but a few weeks since launch. I never use the commander tag because I run in smaller groups and do NOT want pugs unnecessarily following me around. I would like something that makes it easier for my group/alliance to follow me, but I still just opt to deal with not using a tag and deal with it.

On a side note, commander tags are not the only thing in GW2 that inherently promotes zerging, which I hope ZeniMax pays attention to.

I would much prefer something along the lines of what Warhammer had with "warbands" (basically raid group of four regular size groups) and maybe markers that only people in your group/raid can see (not the entire map).

What do you think of a squad/raid group system like SWTOR. Same thing as GW2 just no tag and people can freely(unless made a private squad) join/leave. The squad leader can put markers and such and a squad chat will be available. The squads can hold up to 40 ppl and when you join you get a raid ui with everyones hp bar(you can also opt to hide the raid ui if your a dps). The squads will possibly need to hold more since over 2,000 players can enter cyrodiil
This post was last modified: January 24th 2013 02:21 PM by Artarius Aetius


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Post #26802
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No, atleast not in the method of acquiring said commander icon. It should be based on experience rather than currency. I GW2 I saw alot of morons running around with a commander icon that had no fracking idea of what they were doing and people just followed. Maybe some form of a voting system or commendation system.
Or just let the players make a name for themselves and people will follow.

Also when it comes to large scale PvP most guilds tend to keep to themselves when in fact they should communicate more.
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Post #26808
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(January 24th 2013 02:18 PM)Sideras Wrote:  No, atleast not in the method of acquiring said commander icon. It should be based on experience rather than currency. I GW2 I saw alot of morons running around with a commander icon that had no fracking idea of what they were doing and people just followed. Maybe some form of a voting system or commendation system.
Or just let the players make a name for themselves and people will follow.

Also when it comes to large scale PvP most guilds tend to keep to themselves when in fact they should communicate more.

As I stated Alliance Points could replace currency since you would tecnically have a lot of Exp in Cyrodiil in order to aquire that amount of alliance points.

I would say no to a voting system since it would be biased and large pvp guilds would end up voting for their leaders.


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Post #26810
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(January 24th 2013 02:17 PM)Artarius Aetius Wrote:  What do you think of a squad/raid group system like SWTOR. Same thing as GW2 just no tag and people can freely(unless made a private squad) join/leave. The squad leader can put markers and such and a squad chat will be available. The squads can hold up to 40 ppl and when you join you get a raid ui with everyones hp bar(you can also opt to hide the raid ui if your a dps). The squads will possibly need to hold more since over 2,000 players can enter cyrodiil

I did not play SWTOR but it sounds like other games I've played and I'd be for something like that.
This post was last modified: January 24th 2013 02:27 PM by Helspyre


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Post #27202
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I'd recommend some honor system. Players should be categorized to roles which they choose: for example Mages, Assasins, Archers (dps), Priests, Wardens, Paladins (supports), and Templars, Warriors ( protective ) each role will have commander which will distribute them to lietuntants. Lietuntants (squad leaders) will have supports,protectors and dps at rate ex. S:P:D 1:2:2.
Now lietuntants will lead them to battle. If they need supports they'll ask commander for reinforcements. Lietuntants and Commanders should be picked basing their previous PvP successes.
This post was last modified: January 25th 2013 03:09 AM by Enchanter


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