[WvW Improvement Ideas]TowerGuards, Commander

[WvW Improvement Ideas]TowerGuards, Commander

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Posted by: Shard.4167

Shard.4167

Hey there guys.

Zerg mentallity has gotten quite huge since the wxp update. And i can understand people. If you tag everybody or even just half of the enemies of a 60man zerg you can get a TON of wxp.
Staying back in a tower, or hugging dollys, upgrading supplycamps while some of the most important jobs in WvW doesnt net you anything.

Tower Guards:

My idea is for players to be able to employ as a Tower, Keep, Castle, Supplycamp Guard.
The number of how many players will be able to " get hired " would depend on the size (Tower, Keep, etc.)

Those players would have to run to certain random spots from time to time (every 30s?) to prevent afking. (Maybe those rings that are used to cap something could be used for that)

Also spending your coin to upgrade a tower is something that is absolutly necessary for your server to succeed, but doesnt give the player who sacrefices his money anything back. Maybe a little wxp wouldnt be too much to give away.

Commander Additions:

Many many many people want an interface for the commander. (Where you can see the supplyinfo/squadinfo without having to type it into the chat)
I myself thought something like that would be added together with the WvW patch that introduced wxp and wvw ranks, but it didnt come. Im sure its on ANet radar though.

Here is something else that i would love to see changed:

When joining a squad you will only see the tag of your current commander. Which is reasonable i guess for some reasons. People dont join Squads though, because they only loose something by doing so. They loose overview about mapmovement, which seriously is a drag.
You could avoid that by just changing the color of the commander you are following. (e.g.: make the commander tag you are following red)
To further encourage people to join the Squad it would be nice to see all people, that are in the squad on the map. And maybe give them a magic find buff (which wouldnt destroy any balancing problem in wvw) while in a squad. (Maybe even 1% per person in the squad).

If you further lower the maximum number of players in a squad it would encourage servers to run in 2 or 3 squads on a map and not in one massive blob.

Conclusion:

Both changes – the guard and the commander ones – would enhance the performances of servers, encourage players to play strategedly, reward the very important backline players (upgraders, scouts/guards), and might help to dissolve blobs.

I’d love to get some feedback on those ideas.

See you all on the battlefield, Hob Heartsbane [GG] (Piken Square)

Hob Heartsbane – Commander for [GG] – Pikensquare

May your wits and swords stay sharp.

[WvW Improvement Ideas]TowerGuards, Commander

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Posted by: Omne.4603

Omne.4603

The tower guard idea is interesting. Shame devs don’t really discuss things like this in forums.

I Cant Stop/ Ocularis
NSP | Os Guild Master
www.osguild.org | www.youtube.com/osthink

[WvW Improvement Ideas]TowerGuards, Commander

in Suggestions

Posted by: HikariNoTen.1402

HikariNoTen.1402

I like the tower guard idea. For sure it should give some xp/gold/karma, but a really small amount, in order to avoid a bot karma train.
And I do agree that spending money on a tower upgrade should be rewarded by wxp.

[WvW Improvement Ideas]TowerGuards, Commander

in Suggestions

Posted by: Ahmrill.7512

Ahmrill.7512

They need to allow the commander and squad system to be used for ALL player sizes and uses. Commanders have one use… leading a zerg. Many guilds and players would like to coordinate guild groups or multiple groups for specific or medium size forces… it’s impossible when the blue pin basically invites everyone in the zone to join a private event/group.

They NEED to allow commanders to hide the pin AND retain all the functions of a squad so they may be used for private guild or player events and custom forces.

Ahmrill
Proud member of [NORD] Nordvegr Guild
Jade Quarry