tl;dr: Skim through and read the bold to get the general ideas. Read non-bold for specifics.
Changes to Currency
I feel that changes to WvW currency are necessary to increase its accessibility and interdependence from the other aspects of the game. WvW would benefit from a system much closer to glory or karma than to dungeon currency. Here’s my thoughts on an “Honor” system (using same name just to illustrate):
- Honor is rewarded like experience for performing a variety of actions in WvW. It is not collected in bags but ticks above your head passively in the same way as experience, or is given through event rewards.
- Honor is used to purchase siege equipment, barter items, and fortification upgrades. Gold is still used for repairs and karma still for the non-exotic vendor.
- Every player you contribute to the death of grants you Honor in addition to Experience. Buffing or healing players who in turn kill enemy players should also count as death contribution.
- Dynamic Events grant either Honor or Karma in addition to Experience and Gold. Events like killing an NPC or capturing a sentry point, basically anything that’s unlikely to involve opposing players actively preventing, grant Karma. Fortification assault/defense, capturing an orb, killing a dolyak, and other such events grant Honor.
- In addition to personal Honor, a certain percentage of all Honor gained by a player while representing a guild is also added into Guild Honor.
- Guild Honor can be directly used to purchase Guild Siege Equipment and is the only currency that can be used to purchase Tier 3 Keep/Tower upgrades and Tier 2 Supply Camp upgrades. Guild Honor can also be converted into Influence.
- Guild Honor is used to purchase the Commander’s Compendium, rather than gold. This enables guilds that contribute to WvW extensively to field commanders to represent them, while keeping the cost prohibitive enough.
I’ve not put specific numbers to the relative cost/reward in any of this because that would take the focus away from the theoretical basis of the system and put it on potential balancing issues.
Guild Fortification Claiming
It’s fairly obvious that the fortification claiming system needs work. Anybody can simply claim a keep if they’re the first ones to click claim when it’s available. The keep then flies their banners even though they may not be the ones putting in the money to defend the keep, or actively defending the keep. The changes I propose are:
- Every fortification has a sphere of influence. This is already dictated by the range on the dynamic event for defense. Actions by a guild within this range count towards their Claimant Power to the fortification.
- Actions which increase Claimant Power include but are not limited to: assisting in the capture of the fortification (moderate), placing siege weapons within the fortification (low), killing players/siege within the range of the defense event (low), purchasing lower tier upgrades for the fortification (t1/t2) (high), purchasing higher tier upgrades for the fortification (t3) (very high).
- The top five guilds in Claimant Power can be determined by talking to the claiming NPC. Any member of the guild with the top Claimant Power at a given time who has the permission to claim fortifications will be presented with the option to do so.
- If the fortification is already claimed, a new claimant needs 25% more Claiming Power than the current claimant in order to claim it, to curb back and forth trading.
- A guild may still only claim one fortification at a time, so if they claim a new fortification the previous claim reverts to neutral.
- If the fortification remains neutral for a certain number of hours, any Top 5 claimant can initially claim it, to prevent the scenario where the top claimant has another claim and passively prevents anyone from claiming it.
This system still has its flaws I’m sure, but it ensures that the guild flying its banners on a fortification is always the guild who has put the most work into the capture, maintenance, and defense of that fortification. It also enables guilds to move their claim around to some extent, so that a very large and influential guild that initially claims a borderlands keep might shift their focus to Stonemist Castle if captured and become the top claimant in that more prominent and important location. You may also say that this could result in internal conflict between guilds, to which I say great. Having the potential for internal conflict as well as external makes things all the more exciting.
(Continued [character limit])
(edited by Jacbo.7598)