A handful of WvW improvement ideas

A handful of WvW improvement ideas

in Suggestions

Posted by: tim.8127

tim.8127

In no particular order:

1. Jumping Puzzles. JPs have no place in WvW. Either a) delete them completely or b) move the jumping puzzles out of WvW so that people who are in the JP (and thus are not directly and immediately contributing to the war effort) are not clogging up the queue. This can be implemented simply by relocating the entry points from WvW maps to other locations in the PvE world (possibly into/near existing JPs).

2. Waypoint Contention. I spent 2 hours the other night watching and reporting two different bot scripts involving 4 thieves who kept Hills permanently contested. That simply running up and tapping a wall can disable an expensive upgrade for a long period of time is, by itself, kitten beyond belief. A castle/keep/tower should not be ‘contested’ unless there is a real danger that ownership will be lost. To fix this make it so that players cannot directly damage fortifications (walls and gates) in any way whatsoever – only siege weapons should be able to damage fortifications. Only siege damage against fortifications should contest the waypoint (indicated by solid crossed swords). Any player damage against defensive siege or troops should be classed as harassment (indicated by outlined crossed swords) but would not contest the waypoint.

3. Income. You can’t earn a living in WvW. That means you can’t live there. The income you get from loot bags is insignificant unless you happen to be frontline dps with massive spike damage. Everyone else suffers. Everyone else is forced to muck about in PvE grinding silly instances to get the income they need to keep playing WvW (and do crazy, unexpected things like buy arrow carts, for example). And yes, I know you can use badges to buy those, but they come in the loot bags that you’re not getting anyway. There’s a million and one ways to fix this, but here are three: 1) reduce repair costs significantly or eliminate them entirely, 2) allow players to ‘salvage’ enemy siege weapons instead of destroying them, and 3) give each player a ‘repair allowance’ each time they play or each round – repairs up to this amount are free but beyond that you have to pay.

4. Fairness with Rewards. Which player’s actions are more important, the guardian standing in the green circle when a keep was captured, or the mesmer that ported them in but died in the courtyard? What about the trebuchet operator that spends 2 hours bringing down walls but can’t rejoin his team fast enough for the capture? WvW is littered with examples of unfair rewards. One possible step in the right direction: A guild upgrade which, when enabled, distributes all of the gold, karma and XP earned by every member in a given WvW map amongst every guild member there. Finally, a way for defenders and scouts and support players to get a piece of the action that, up until now, has gone disproportionately to frontline dps. This would generate fresh new guild dynamics and politics.

5. Thief Stealth. The way that NCSoft ‘imagined’ stealth is the same, broken way that everyone else has ‘imagined’ stealth. Tweaking sprite opacity to achieve invisibility and pretending that that is stealth is completely the wrong way to think about it. Not being able to see a player 1m in front of your face is broken. Not being able to detect a player when they walk through you is broken. Not being able to track a bleeding thief by looking at a trail of blood on the floor is broken. If GW2 is supposed to be an mmoRPg then the class should encourage the player to play a certain way. Players who play thieves completely and utterly ignore playing ‘stealthily’ in favour of in-your-face-suck-my-balls-nyah-nyah-invisibility. If you want to encourage stealthy play then simply do this: turn off the name tag and outline which normally appears when you face towards, mouse over or select a character. That’s it. That’s all you have to do. Now an intelligent player could position themselves in terrain which matches their clothing colour and not automatically be seen by passing enemies because of the stupid big red sign above their head. A moving player would be more easily detected than a stationary one. Dark, shadowy areas could be traversed by a player without being seen. Gosh! It’s almost… like… what you would expect a thief to do!

(edited by tim.8127)

A handful of WvW improvement ideas

in Suggestions

Posted by: Tom Gore.4035

Tom Gore.4035

5. Thief Stealth. The way that ArenaNet ‘imagined’ stealth is the same, broken way that everyone else has ‘imagined’ stealth. Tweaking sprite opacity to achieve invisibility and pretending that that is stealth is completely the wrong way to think about it. Not being able to see a player 1m in front of your face is broken. Not being able to detect a player when they walk through you is broken. Not being able to track a bleeding thief by looking at a trail of blood on the floor is broken. If GW2 is supposed to be an mmoRPg then the class should encourage the player to play a certain way. Players who play thieves completely and utterly ignore playing ‘stealthily’ in favour of in-your-face-suck-my-balls-nyah-nyah-invisibility. If you want to encourage stealthy play then simply do this: turn off the name tag and outline which normally appears when you face towards, mouse over or select a character. That’s it. That’s all you have to do. Now an intelligent player could position themselves in terrain which matches their clothing colour and not automatically be seen by passing enemies because of the stupid big red sign above their heads. A moving player would be more easily detected than a stationary one. Dark, shadowy areas could be traversed by a player without being seen. Gosh! It’s almost… like… what you would expect a thief to do!

Sorry but there is nothing RP in GW2. Even WoW has tons more RP tools and stuff than GW2, so any roleplaying reasons for changing game mechanics you can go and throw out of the window right off the bat.

I agree with you wholly though and hate invisibility to my guts in every multiplayer game.

One – Piken Square