WvW Idea?

WvW Idea?

in Suggestions

Posted by: Bloodyyui.2197

Bloodyyui.2197

So, I like PvE a lot and as a PvE guy I really wanted to get into WvW but for some reason the idea of going around attacking keep after keep seemed boring definitely when I felt I needed to be ikittenerg just to take down a gate. (I have no idea if wall are attackable by siege weapons.) Yet, as person who wanted to play WvW and enjoy it even in a competitive way I felt I needed more reason too.

Overview

*Zoned Damage Range for siege weapons attack instead of max damage for X players.
*NPC’s for hire??
*Weak walls and gates unless you upgrade. (To make upgrades and defending more important!)
*Inheritable Keeps, Towers, and Supply Camps.

Zoned Damage Range

As a player I want to feel like I get my in game money worth when I buy siege weapon plan and have other help me get supply that I get my worth out of it. So, I remember awhile back there was talk about an idea of maybe having no limit on siege weapons damage to players in the AoE area. When I tried talking about it on forums or even reddit it was kind of shut down as being too overpowered. That when I chose to maybe make more Zone based damage so that anyone standing in the very center of the damage area would basically die or get max damage. Then in a ripple like effect going out from the center to the edge of the AoE damage area it did less damage.

The idea is to obviously create siege warfare in the game but also hurt zergs that stand at gates and just pound at it constantly. Yet, it not the best idea without second or third idea being implemented because it can create an over power of people trying use siege weapons at the gate doors or near the supply master spot.

NPC for Hire

We all know we kind of got this kind this system in WvW if you help the Quaggens, but I want to go farther and make those campsite with Centaurs have a champion, and if you win him then you get 10 minute window to hire X centaurs for X price to attack a keep, tower, and/or supply camp. (Probably would have to some type of POI system be able direct the centaurs to attack.) I have no idea if we should keep centaurs normal level 80’s or veteran 80’s but I didn’t think that far ahead when coming up with this idea.

The reason I chose this idea is because it can create strategy but it can also make more useful to have scouts because they can hire only 5 veteran centaurs to attack an area that not really defended by opponent making no orange swords pop up. Yet, if want to save up lots of money and have overrun of NPCs attacking this one area then it your choice but they are only hired for one attack.

Weaker Walls/Gates and Inheritable Keeps, Towers, and Supply Camps

This to me is inspired by RTS type games that I use to love and play, but didn’t seem too far off of an idea to make WvW really fun again. Definitely for those competitive people who like challenge but also want to feel like there upgrade actually means something too.

The idea to be more visual later down the road, but for now can be damage based. I think if we weaken the walls a lot but have upgrades multiply the base defense/looks then it could help break up zergs because you have better chance to take keeps and towers faster if split up instead on big zerg rolling over. Now granted, I have not played after the new patch and don’t know how much passive abilities could really affect being in a big zerg will be helpful or not. As far as visual goes it makes more sense in the second part then right now but it kind of start of as wood since you just took it over and as you upgrade it adds more metal type material to make the walls, and gates stronger. (If walls can’t be damaged by siege weapons than they should be able too.) Also, I think you should be awarded if can hold off a group for so long to get super mega reinforced wall and gate then you deserve a really strong wall and gate. This will help encourage zerging but only when it should be necessary too.

The second part is inheriting whatever upgrades when you take over a tower, keep, or supply camp. Yet, whatever piece you choose to destroy to get into the area has to be rebuild from start meaning you have to upgrade it completely. Yet, it something that would make sense because why should have spend X gold to upgrade the whole keep again when I only destroy the gate? Also, it suppose to create this competitive edge of wanting a stronger keep so you can upgrade it to make super omega keep of indestructability, but also that money sink upgrades where suppose to be in the first place.

I didn’t want to take away the PvP part of WvW but wanted to bring the most competitive side of it back in the game while making kind of fun and worth while to be in the game. I want my server to say one day “We had to hire 40 vet centaurs and 200 centaurs over the course WvW cause this server got super omega reinforced keep we really wanted to take.”

P.S. Taking higher upgrades keeps would be worth more server points.