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Posted by: Solstice.1097

Solstice.1097

Announcing World versus World Season 2

World versus World Season 2 will begin on DD/MM/2014. We will be changing things up a bit. Starting with Season 2, players will now have two home worlds; one of them specifically for World versus World. The WvW worlds will have new names and a 2nd transfer option will now be available specifically for WvW. On DD/MM, players who completed the Season 1 Meta achievement will be able to select their new world. One week later, the option will be available to all players. World populations will have a hard cap which will increase every time all worlds have reached at least 85% of the cap. Our goal is to ensure guilds can stay together while also resolving some of the major population imbalances in the current structure. Once you have selected your world, you will have to pay the transfer fee if you wish to change. Player rewards for Season 2 will be based on the first world you log into once the season has begun. If you do not select a world prior to the start of the season, you will be assigned a world automatically upon logging in.

We are so confident that Season 2 will display the most exciting and competitive World versus World matches to-date that our internal staff is calling it World versus World 2.0

Changes to gameplay

There will be some additional changes to gameplay. Some are new, and some are changes we wanted to make in the past but that were not feasible at the time due to the major population imbalances. These changes are:

—Borderlands bloodlust once again awards up to 3 points, one per stack of bloodlust, for successfully using a finisher on a downed enemy.

—Waypoints – Contested waypoints will now allow 1 player every 10 seconds to use it, however they will stay contested for 10 seconds once the defense event ends, meaning it will not uncontest if the structure takes damage within those 10 seconds.

—Battle Standard – NPCs in World versus World that are revived by the Warrior skill Battle Standard will now have 50% of their health instead of 100%.

—Dolyaks – players are now able to take supplies from dolyaks that are in-transit, limit 5 per player and 50 per dolyak. This reduces the amount of supply the dolyak will deliver to its destination.

—Supply drop points – if a tower or keep has less than 10% of its supply capacity, it will activate a supply drop point where players can deposit their supply. Once the structure reaches 10% of capacity the drop point will disappear.

—Weight traps; new items will be sold in WvW that place traps on the ground which are activated by the weight of enemy players. Small traps are activated by 5 enemies and have a smaller radius. Medium traps have a larger radius and require 15 enemies inside it to activate. Large traps have a very large radius and will activate when 35 enemies are inside of it. Player minions do not count towards this total. Larger traps are more expensive. Upon activation, the trap does damage, a 10 second immobilize, 2 seconds daze, bleeding, reveal, and vulnerability to all players inside its radius. It also creates a temporary icon on the mini map at the location of the trap.

—Obsidian Sanctum is no longer part of standard WvW matches, and like Edge of the Mists is now a separate instance able to be entered directly from your WvW menu, and upon selection you will be asked to choose to enter as red, blue, or green. It now includes the overflow mechanic, and with the addition of the new open field area, will allow for player-organized battles across all servers. You can organize fights across servers without interfering with WvW matches. There are no official rules – this is your playground.

—Similar to the current orange sword indicator, a new orange flag icon will display on the map if there are 50 players from the same server within a certain radius of each other. In short, if there are 50+ of your server in one place, the enemy will see where you are on their map.

—World bonuses – in order to create this separation of worlds, we have eliminated the current world bonus structure. The reason for this is to prevent players from signing up for worlds for the bonuses without intention of playing WvW. To replace this system, we are adding additional permanent account-bound boosts to the achievement reward system, and these will be retroactive once implemented.

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Posted by: Ricky.4706

Ricky.4706

no matter how you dress it, wvw is a pve zone with pvp in it, you have to grind for stats – the score is false.

wvw can either be a full story line that has pvp – or it can be a half baked competitive pvp arena.

IBM PC XT 4.77mhz w/turbo oc@ 8mhz 640kb windows 3.1 hayes 56k seagate 20 meg HD mda@720x350 pixels

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Posted by: Jayne.9251

Jayne.9251

Those poor dolyaks …

L’enfer, c’est les autres

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Posted by: TheJewpacabro.2907

TheJewpacabro.2907

KISS ME.
OP is genius.

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Posted by: Keiel.7489

Keiel.7489

I would react indifferently and wait for 3 or so % of the game’s population who cannot adapat or find it doesn’tsuit their playtype so will blow up the forums with rage threads. Another 1% will come out saying “I told you so” or “about time”. The minority of people will continue to ocmplain and possible enlist some of their buddies who probably didn’t care for the forums before to come and complain. We’ll see plenty of “ANET REVERT THE CHANGES OR YOUR GAME IS DOOMED” threads/post.

I get extremely angry and break my work computer’s monitor.

[DONE]

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Posted by: Ruin.3461

Ruin.3461

Traps seem too good, and an “Always on” indicator of enemy force location (even one that only activates with incredibly large numbers) seems like a crutch to replace proper scouting. Aside from that, everything seems pretty good. I’d like to see WvW Rank points refactored or removed, but I doubt that will ever happen at this point.

Tier 1 Casual

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Posted by: Fuzzion.2504

Fuzzion.2504

All of these things/suggestions have been discussed before.

Fuzzionx [SF]
Guest member of [LOVE]
JQ official Prime Minister

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Posted by: LostBalloon.6423

LostBalloon.6423

I think that with some tweaks and balancing to these ideas, not sure if it would be a total success, but i think it would be a step forward.

Dont forget, its not only about the big 3 in T1, but the others being able to compete against us and make the latter more competitive all together.

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Posted by: rhodoc.2381

rhodoc.2381

I would be please if pve servers get seperated from wvw ones.

[VcY] Velocity – Gargamell

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Posted by: thefirstlazydude.2408

thefirstlazydude.2408

How would I react to these patch notes?
Well after I’ve changed my pants, due to the raging kitten I’d have, I would say probably thank A-net for making WvW fun again.

posting to keep OP on main page so A-net will read this

Defensive Armor 80 Warrior (main) / Thefirstlazydude 80 Necromancer / Offensive Armor 80 Guardian
Champion Legionnaire of DTG and oPP
More then just a Zergling on Blackgate

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Posted by: Sarrs.4831

Sarrs.4831

Ooh, ooh. Can I have a turn? I want to have a turn.

-Borderlands Bloodlust deleted. Killing a player will now always reward 1 point. Stomping a player will always reward 2 points.
-Waypoints deleted. Replaced with Siege Camouflage; If a defensive siege item (cannon/mortar/pot) is not used for 3 minutes, it will enter Stealth.
-Whenever an NPC is killed, they will receive a debuff which lasts 2 minutes and persists through death. Each stack of this debuff reduces health by 33%. At 3 stacks, the NPC will be unable to be resurrected until its stacks fall off.

me fix gaem

Nalhadia – Kaineng

(edited by Sarrs.4831)

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Posted by: Haralin.1473

Haralin.1473

Ooh, ooh. Can I have a turn? I want to have a turn.

-Borderlands Bloodlust deleted. Killing a player will now always reward 1 point. Stomping a player will always reward 2 points.

me fix gaem

If that comes a zerg of 30 people kill 10 people and get 300 Point for Killing and 10 Point for stomping, this massivly supports zerg play.

Haralin Engineer
[Skol]

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Posted by: Samhayn.2385

Samhayn.2385

Ooh, ooh. Can I have a turn? I want to have a turn.

-Borderlands Bloodlust deleted. Killing a player will now always reward 1 point. Stomping a player will always reward 2 points.

me fix gaem

If that comes a zerg of 30 people kill 10 people and get 300 Point for Killing and 10 Point for stomping, this massivly supports zerg play.

umm think it would be more like 10 from kills, 20 from stomps. Some thing don’t need to add points per person participating.

anyways, as much as the original idea may work and the ideas in the Anet thread may work. None of it stops zerging. Easiest way to do that really would be to split rewards. Honestly the current reward system is great in pve and should never change there but it does not work in wvw and is the main reason for zerging.

just as a side note spliting rewards is for everything smaller the a castle, bay, hills, garri, and SM should be zerg level engagements. Everything else zergs are just overkill and should not receive full karma/wxp for over running it.


It was 2 vs 20 but its ok we got’em both!

(edited by Samhayn.2385)

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Posted by: LostBalloon.6423

LostBalloon.6423

bump
Anet should read OP’s suggestions and tweak them a bit.

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Posted by: Dasenthal.6520

Dasenthal.6520

I’m against being able to pull supply from the yaks, just cause I don’t really trust people with the supplies once they’re in an upgrading keep, but giving them a larger time-frame to pull them doesn’t sound like a good idea. The traps could use a little bit of tweaking, just cause the 10sec immobilize could be devastating in the right place (next to my arrow cart for example). The change to battle standard I think needs to be for all non-manual revive skills (Ele can rez 3 at a time as well).
Other then that Great post…
bump

“A conquered people will always resist you,
Edair. But allies-allies will fight by your side”~Cobiah Mariner

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Posted by: insanemaniac.2456

insanemaniac.2456

Traps seem too good, and an “Always on” indicator of enemy force location (even one that only activates with incredibly large numbers) seems like a crutch to replace proper scouting. Aside from that, everything seems pretty good. I’d like to see WvW Rank points refactored or removed, but I doubt that will ever happen at this point.

its active though, as in, you have to place the trap (and place it well) in order to get anything out of it… and it wont have any effect on a snakey zerg until theyre already where they want to be and doing bad things to your keeps.

JQ: Rikkity
head here to discuss wvw without fear of infractions

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Posted by: Jayne.9251

Jayne.9251

bump
Anet should read OP’s suggestions and tweak them a bit.

The way it’s worded/written, it actually reads like leaked patch notes….

L’enfer, c’est les autres

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Posted by: Kitiara.2706

Kitiara.2706

bump
Anet should read OP’s suggestions and tweak them a bit.

^^^^

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Posted by: style.6173

style.6173

@OP:

I like what you wrote. Some of the gameplay changes would be a lot of work. I personally would just be happy with splitting PvE world from WvW.

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Posted by: Aeolus.3615

Aeolus.3615

bump
Anet should read OP’s suggestions and tweak them a bit.

^^^^

Indeed!

Well i would remove borderland bloodlust and would end servers bonus, this new map center in my opinion is far from being good, and rework some other mechanics as:
- reduce players damage to doors to 1 damage, would end the reinforced doors going down in less than 10 seconds by just PVD.

There are tons of good ideas that could be adopted into WvW… yet its full of bad concepts.

1st April joke, when gw2 receives a “balance” update.

(edited by Aeolus.3615)