Are u happy with zerg dynamic in wvw?

Are u happy with zerg dynamic in wvw?

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Posted by: lupo.1620

lupo.1620

i posted this on wvw section, but now i try repost here for 2 reasons:
1 is more a suggestion than a comment
2 i had no reply

so i would like to know if everybody is happy with the mechanics of wvw as they are atm

The big point of wvw is that you can get many things when u play it (gold, drops, exp, karma, fun etc) except one very thing: pvp!!!
This is due to three main factors:

- positive feedback mechanics
when a server is winning it gets stronger, when a server is loosing it gets weaker: like all positive feedback system, it become unstable very quickly and u get stucked to the point where 1 takes all.

- zerg mechanics
evrybody know this: a big group can stomp on any target, goal and minor group of adversary palyers with

almost no effort, so it always ends with 1 faction zerg running and farming, or even 2 faction zergs doing the same without never meeting, because this gives lot of rewards.

- MOST IMPORTANT
absolute lack of a frontline, a real battleground, a trench war or whatever u call it!!!! this is what is really needed for wvw to have a boost.
I think what majority of players want is a wide open battle between large armies, but at the momement what u get in wvw will most probably be (with rare exceptions):

1) attacking siege where all u can do is range aoe empty walls until ram finish the job
2) defending siege where all u can do is trying to range aoe attackers without falling from walls
3) cross-country race with zerg stomping everything and with 2 seconds long battles
4) dying in a 2 seconds battle even before the opponent zerg becomes visible

i have some fun with all these (except 4 maybe), but i want more.
HOW?

here are my ideas:

- INTRODUCE FRONTLINE MECHANICS
this maybe done by the use of buffs and rally points. each control point (camp, tower, keep etc) should emit a powerful buff within a given radius. all players in that area are so much buffed that a zerg attacking a camp with 5 ppl defending could seriously fail (somthing like that annoying guild npc thing you find in camps atm).
A faction can extend the area of the buff by building rally points of some sort, that works like beacons. Beacons can only be built within a certain distance from a buffed area, and CANNOT be build too near to an opposite faction buffed area. This will produce an extension of one faction protected (buffed) territory, until it comes to clash with the territory of anoter faction: what u have now is a frontline. This place will be where most battle will take place, simply because when u move forward u loose your buff, and you enter a land where your opponent is buffed.

- KEEP THE FIGHT BALANCED
buff must be diluted between players: many players in an area (zerg) get small buff, few players ina an area (heroes) get big buff (same total amount divided by few).
this work well for defenders, because both few defenders or zerg defending (less probable) will pose more or less same challenge for attackers.
At this point our big zerg will have 2 choices when it wants to extend our territory: to attack unguarded positions where it has to kill only a few (but still heavily buffed) npc guards, or attack directly in the face of enemy army (zerg of the few heroes). what we want is epic battle so:

- KILL REWARDS
atm most of the rewards come from conquering targets (control points), and this is why none seem to be

interested in a fight, also when it maybe balanced. All we have to do is transfer that reward directly on killing enemy players, and the choice of our zerg will be easy shifted toward the real fight.
But since most reward is now in killing players in the frontline zone, what is the reason to extend our territory and conquest control points?

- TOTAL MAP CONQUEST AND RESET
my idea is that completing the map closes the match. When a faction conquest all the control points they (all the players partecipating) must gain a big reward, like it was a big map event, like opening a huge chest in your base with rare items and loot (+ ofc a big amount of wvw points). At this point the map should reset to neutral and everything starts back. this will also solve the issue of getting stuck in the situation of 1 faction being dominating.

Are u happy with zerg dynamic in wvw?

in Suggestions

Posted by: lupo.1620

lupo.1620

I know this is a very big change, but it builds on what wvw is now and i hope it can bring more pvp related content and fun in wvw maps.
It should basically lead to 2 sort of situations:
- if u have same number of your opponents you will probably end in a frontline open camp battle
- if u have unbalanced numbers it will probably lead to big zerg attacking and small army defending, but with much more chance of success in defending or at least slow down zerg progress than it has atm, where a huge zerg can take a full map in minutes. despite of the full upgraded control points ,and the poor doomed few oppenents trying to defend them.

One last thing (maye a little OT): i think that server transfer shall not be allowed toward the servers that are in your current wvwvw match. This can ease the flow of ppl from the loosing to the winning servers.

Are u happy with zerg dynamic in wvw?

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Posted by: nofo.8469

nofo.8469

It’s honestly not too bad at the moment, you have the option of the zerg and the option of roaming solo/small group and having plenty of success.

What is rather bad is how much easier it is to get rewards with just tagging people with the zerg and PvDing.

There normally are frontlines in most the matchups I play, siege weapon lines when trying to take something (even camps or just key points) causes a back and forth effect that mimics front lines.

(edited by nofo.8469)

Are u happy with zerg dynamic in wvw?

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Posted by: Nox Aeterna.2965

Nox Aeterna.2965

Im happy , the way this is now my ele can get kills without so much trouble or putting to much thought into what im doing.

Good way to relax.

Also about buffing , wow tried that , fact is , even if a player got the power/Hp of 100x , if the enemies can CC him till he dies it does not matter anyway.

Gear Grind: Confirmed – Searching New MMO: Found – Changing MMO: Waiting Launch

Are u happy with zerg dynamic in wvw?

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Posted by: BabelFish.7234

BabelFish.7234

I’m fine with it too. The only time Im not happy with it is when 2 zergs meet and a gigantic positioning war happens.

Are u happy with zerg dynamic in wvw?

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Posted by: Amen.2630

Amen.2630

interesting, im allways for wvw improvements couse now wvw is unbalanced as hell

Are u happy with zerg dynamic in wvw?

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Posted by: Lionaeron.5724

Lionaeron.5724

I like your suggestions especially the one that kind of replaces the outmanned buff that’s in at the moment (gold/karma/magic find) which is just strange to have if you’re getting stomped because your side has less players. Perhaps adding one more to the list – reduce magic find/exp/drop rate for players in zergs to deter big zergs from just steam rolling the map for loot/exp, would definitely mess up those bot guilds you see roaming from time to time for loot/exp runs and would make zergs more coordinated because players would only do it to take strategically placed keeps/towers and not turn WvWvW into farmwars 2. small strategic skirmishes > zergs, alot more fun too imo.

Zerg>Skill.

Are u happy with zerg dynamic in wvw?

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Posted by: BabelFish.7234

BabelFish.7234

To be honest outmanned should mean stat buffs, gold/karma/exp doesn’t matter if you’re out numbered. What matters is making up the number difference utilizing a smaller player pool.

I’d like to see the buff be variable as well, scaling based on how out numbered you are.