lv80 Necromancer, all professional skills unlocked, working on the final norn elite skills.
(edited by LieutenantGoogle.7326)
The reward for capturing towers and keeps should be map wide, everyone in the map except for those at the spawn should get a reward.
Why because people who run between supply camps and towers to repair the wall even when there is no attackers are the silent hero’s that get almost nothing in return. The reward from capturing a keep is only given to those who are within the circle, those who spent 1-2 hours trebucheting the kittenhing get nothing, how is this fair?
The reward for capturing in WvW is honestly pathetic considering how much money and effort is actually put into taking the kitten objective.
A tower rewards 4 silver for capture, a keep rewards 8 silver.
doggy crap, I mean does anyone in Anet actually play WvW as a commander? the money that you get back for actually placing siege, running back and forth between supply camps only to get that much money is a slap to the face. 2 golems spent on capturing a keep alone probably results in a net even gain, you need 25 people to break out 2 gold back and 2 golems isn’t enough to capture a defended keep btw. The reason why I mention this is related to the next part.
WvW currently gives very little incentive for people to run between camps and towers to repair because it usually nets very little self reward, in lower tier servers you rarely even see gates or walls being repaired because its just a huge chore and you don’t get any reward for “preparing” for the next attack. Give people a reason to repair broken walls, even when the structure isn’t attacked, global capturing reward for towers and keeps can solve this. The amount of money given to individuals is small, but over 125 people per borderland (that’s assuming there is a queue which is quite rare to be honest) it would mean a net total of 5 gold for taking a tower and 10 gold for taking a keep.
THIS ISN"T AS BAD AS YOU THINK!!!! Lets compare this to a dungeon, a 5 man crew doing a AC exp run nets at least 5 ( .26g + 3 bag of coins) = 1.3g + 15 bag of coins, that’s about 1.8 gold in pure raw money per dungeon run that is performed. Now remember this is only a dungeon with a success rate that is near 100% most of the time when it comes to experienced players. In WvW it truly is anyone’s game, most attacks have failed than can possibly be counted, each time there is a huge net loss in money through siege, repairs and effort. In the end the result isn’t as bad as the numbers might look.
Now for defending, the mechanics for defending is iffy to be honest, you have to kill someone to get a reward, you can drop a crap ton of aoe, but if you don’t net a death you get no reward, those who use a focus (4) on a ele to block treb shots get nothing out of the process, throwing rocks at a gate to push off attackers doesn’t give you anything unless you kill someone by pure chance, defending reward should be based on how long you spent time inside the defensive position. The reward itself isn’t that bad to honest considering how its a continuous 3 minute loop, but the mechanics determining how you are rewarded really isn’t bad.
You are answering the calls of not just me, but the entire WvW community and those who might fine joy in it as well if you just give the push that would give people the incentive to participate. And what more is that you can CONTROL THIS. You can control the flow of how many people can enter wvw, thus also controlling the amount of money that comes and from the WvW environment. Don’t disappoint us, we know you can do the right thing.
TLDR; WvW has a cruel system that only rewards those who are actively attacking and defending while leaving those who work behind the scene in the dust, whom are just as maybe even more important. Map wide reward should be implemented for capturing towers and keeps, (trebbers don’t get rewarded, those who keep the siege safe are unrewarded). WvW isn’t a end game gold sink, its a system that is choking it self to death with bad rewards for amount of effort used.
(edited by LieutenantGoogle.7326)
A few other changed to WvW that I think should be implemented is Karma Blueprints that can’t be dropped and a donation system inside towers or keeps that contribute to upgrading the defensive stronghold.
I think the badge system needs help to, as a guardain most of my bags of loot drop in the middle of an enemy zerg, making them very hard to retrieve, while eles and rangers have theirs dropped at their feet sitting on the walls. Im fully exotic and kill alot of foes but some how my ranger friend doubles me in badges earned. Also im a tank not dps and the system of who does the most damage gets the badges is flawed also. I WANT BADGES! Im doing more then my part on the a battle field…. but suffer because im not dps and half my bags drop in the center of the battle field…
Since I had similar ideas the last days, I’ll add my thoughts here as well:
I’d like to see global Word vs. World rewards as well, since the current system doesn’t reward players, who escort dolyaks, run supply, upgrade/repair towers and garrisons, build defensive siege-weapons, stand there as scouts, etc. It’s even worse, if you play not at prime time, so you may wait there for hours, doing almost nothing, while everyone else gets rewards for capturing nearly undefended structures. Furthermore, it’s often quite more effective (in terms of personal rewards), if you run around in a large group of 50+ players, instead of splitting. For instance, to capture/open an undefended tower for your team, while your main forces are trying to get the nearby garrison. In many cases, your team will get the garrison more quickly, than you can open the tower, especially if both are not defended, so the larger group can often get both rewards, while the smaller group will only get the lesser reward. I also remember a scenario, Stonemist was under attack (we hold it), inner gate was almost gone and half of our forces waited, to get the rewards for the guard they passed.
In short, the current system doesn’t favour playing for the server. Especially if you like to upgrade or build defensive siege-weapons, you’ll get nothing to pay this. That’s why I think, a global reward system would be fine. However, to prevent players, standing at the spawn, there should be something like a “World vs. World active status”, e.g. a “boon”, lasting 10 minutes, what will be granted to everyone, who killed or was killed by an enemy player, completed any event, escorted a dolyak (not necessary successfully, but at least for some time), used any siege weapon to damage players/structures/siege-weapons (since killing can be difficult, if you defend 2 vs 30 attackers and wait for reinforcement), stood next to a siege-weapon, that damaged any structure (or killed a player), built any weapon or repaired for at least 10 supply, used 5 different siege-weapons (should be there, if you are a scout at an upgraded tower or garrison and forces the players to be active, instead of just standing there). Maybe make it even depending of World Experience. For instance, the character needs rank 5, which is not difficult to reach, so it could prevent players to get lots of gold/experience by hardly doing anything. To also prevent a massive amount of players, standing in the jumping puzzle, you shouldn’t get rewards, as long as you are in this area. Spawn should be fine, since you should get rewards, if you just died and respawn or need to repair/sell.
However, there are still questions, I can’t answer yet. Make rewards equal? But then active players, who just got bronze, will get less, than players, who just capped a guard? Or split the rewards, 60% of the current rewards as gold for everyone, who participated in the event, 40% for everyone else? That would result in gold: 60%, silver: 52%, bronze: 45%, “nothing”: 40%. Or my last idea would be, everyone get the same reward, as the highest achieved event-rank. So not defending a tower will result in no rewards, but if your team active defends it and you only carry supply to build new siege-weapons, everyone will get (probably) gold reward. If these would result in too high rewards, the rewards can also be reduced to say 50% of the current ones. However, there would be no longer be need to burn lots of supply, since someone wants rewards for the defensive event.
Last additional idea: If your team got (most) of any borderland, there is hardly any reason to stay there with 50+ people. Therefore most players will change borderland, while at least one has to stay there, as scout or to build up/repair something. Again this can be a ungrateful job, so it would be nice to get even rewards for successful events of other borderlands. This hopefully would give more players a reason to try fighting on an heavily defended borderland, when you don’t need the massive forces at your home borderland, for instance. Or if your garrison on Eternal Battlegrounds is under heavy attack, you might like to change borderland, get some supply and return. However, by doing so, you will most probably miss the defensive event and so gold/experience. Same, if you attack a tower, you almost got it and than have to change map, since enemies start a heavy attack at your tower/garrison.
Maybe we will get that way more battles with about 25-30 players per server, instead of 70+, which is currently no fun, since the game gets nearly unplayable then.
It would also be nice to make the achievement points global as well, since most of them are nearly impossible to achieve right now. However, this isn’t the most important point, I think.
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