I’ve played World vs World since the headstart, and over that period I’ve both stuck with my home server, as well as hopped around all the different tiers of server to pick up tips and tricks. A lot of what I saw start on higher tiers has gradually filtered down to lower tiers, and the meta-game has shifted appropriately. In some cases this has been for the better; in others, for the worse.
Through all of this, I – like most of us – have gained a lot of opinions on what is being done well and what isn’t, and indeed many suggestions on both how to fix underlying problems, as well as how to generally improve WvW in the long-term.
So, since we now have a new game designer on board, I felt it was finally time to present most of these suggestions on the board.
Straightforward Improvements
- Outmanned buff should no longer be visible to enemy players. It’s far too easy for players to spot and immediately capitalise on outmanned servers without proper scouting
- Correctly connect siege weaponry to events. If I destroy an enemy ram attacking a tower gate using a mortar at another location, I get no credit for defence, despite being fairly important. Similarly, if I trebuchet a tower wall down, but my team captures the tower before I reach it, I get no credit, despite again being fairly important. Correctly rewarding players for these activities is important
- Recolour Superior blueprints to a different colour to normal Siege, to make them easier to distinguish. They’re easy to mix up at the moment, and it’s not at all a difficult task!
- Force player release on corpses after a few minutes of being dead. This prevents players hiding their corpses for scouting purposes, as well as dealing with the mesmer-hiding-on-a-door exploit
- Allow salvaging of WvW gear. It’s not like people are getting this gear at rates any higher than players are in PvE
- Add a 10 second delay to waypoint use to prevent people spamming the waypoint in the middle of an assault. You said you were going to do it!
- Allow players to use karma to purchase keep/tower/camp upgrades. WvW is hardly profitable; don’t make us your goldsink!
- Allow Commanders to choose the shape and colour of their tags. Combine the two to aid colourblind players; consider the targeting icons added in WoW, for example, as they had both distinctive colour and shape on each icon
**Consider allowing Commanders to set ‘Guild-only’ tags. Some Commanders want to run with their guild, without attracting large amounts of attention from other players if they’re the only Commander on the map - Allow players to use all of their supplies in a single channel. Currently, if you have 15 (or more) supply, you have to channel twice because you each channel caps at 10 supply
- Allow keep/tower walls/gates to be repaired in by less than 2 supply. If you have 1 supply, you can only use that supply to build siege; not to repair
- Instead of dropping loot behind a player on the battlefield, all loot is collected by an NPC at spawn in a ‘bank-like’ stash, with a certain cap. Having to spend half a battle mashing F to pick up loot, or indeed losing it for the same reason, is not enjoyable; an NPC stash where loot accrues is much simpler for players to retrieve their gains from
Quality of Life
- Allow guilds to purchase skins for the keeps/siege weapons/NPCs This goes a long way towards improving guild status in WvW. The modular nature of your keeps that was used to make upgrading from t0 to t3 easier is ideal for this.
- Racial Themes (Charr, Asura, etc.)
- Order Themes (OoW, Vigil, Priory)
- Other (Krait, Risen, etc.) Think back to the variety of Guild Halls in the original Guild Wars
- Better skins for superior siege (similar to the guild catapult). Not only does this reward the upgrade, but it also makes spotting superior siege more easy for enemies
- Consider player-enabled content. For example, a player might pay a supply camp to start an extra-large supply event to a specific tower. If they successfully escort the event, the tower receives a supply bonus. You could do the same with siege blueprints or defensive NPCs.