Possible Easier method of WvW exploriation
Tired of trying to get map completion and getting zerged all the time? If yes, i know that feeling.
straight to the point… my suggestion to help players not wanting to be part of combat.
neutrality buff- 30 min(maybe more) no combat buff (can be disabled whenever you choose)pros
-those pesky zerg armies of players can’t harm you
-allow you to get into places that if you were reping your server you couldnt get into (without taking over it of course)
- easier time achieving map completionCons (for balance)
- weapon skills disabled
- NPCs will still attack (the un alligned creatures such as wolfs and kraits)
- Toll, if a guild has claimed a location your going into you must pay a fee based on your unscaled level: toll goes into the guild bank
- Map/team chat disabled: no spying while neutral (maybe guild chat while in WvW server since you can bypass map/team if your guild is there also)
- upon the expiration of the buff, your cannot re activate it until WvW reset (or daily)
-if you have commander unlocked: you cannot create a squad or have your symbol active on the mapother suggestions to pro/cons would be appreciated
(also, dont know if this was already suggested)
Not a good idea.
It would be used for spying, 100%. Even if you disable in-game chat, there is always voicechat that a lot of organized guilds run with.
And besides, with the most recent changes to WvW, they’re supposed to make it more random whether your server get green/blue/red, eliminating these issues. You’ll just have to give it some time.
I’m opposed to this idea – it would be far too vulnerable to misuse and workarounds (for instance – you can disable /team chat but you can’t block TeamSpeak).
Specific points:
- You’d need to disable all skills, not just weapons. It would be unfair for a “neutral” Mesmer to setup a portal into the enemy keep. A “neutral” Thief could follow around a team of players and grief them by dropping traps everywhere.
- You’d need to disable revival as well. Otherwise, whenever a team loses a fort, they’d simply leave a dead Mesmer inside. “Neutral” ally walks in, revives the Mesmer, and then you’ve got twenty attackers behind your wall.
- The toll is a clever idea, but it might lead to undesired outcomes: Your server captures Stonemist. Hooray! Waitaminute – it’s just been claimed by some Guild that nobody’s ever heard of. Oh, apparently it’s a one-man Guild. This claiming Guild can’t actually provide any buffs or pay for upgrades or contribute to the castle’s defense; the Guild leader has simply claimed it so that he can collect some tolls before it gets recaptured.
- Disabling the neutral status at-will is a bad idea. A “neutral” Thief could follow someone around for several minutes, wait until they’re engaged (or seem to be AFK), and then gank them. Anyone could do this, of course – Thief is just the most obvious example. And it wouldn’t be limited to players – you could easily infiltrate behind enemy lines to kill Dolyaks.
And yes – this idea has been suggested before.
I’d prefer if they took all those PvE exploration things for “World Completion” out of WvW to be honest.
It’s in the Mists. Maybe it isn’t, but I thought it was supposed to be separate.