WvW: how to make ruins-capping rewarding
I think awarding wxp for holding and guarding each ruin could be added.
Have it be a small amount. But have it work that once it is fully capped in your favor thatevery 30 second you spend in the capture zone awards you say 5 wxp for example.
This would encourage active guarding and not just grabbing the buff and then abandon the site until an enemy tries to take it, and then you just try to recap one of their three because they didn’t leave anyone to guard.
To avoid abuse make it they give a negligible amount, but still that trickle makes it feel you are not wasting your time by standing there.
Also make it that you only gain the wxp when you contol the bloodlust buff. This should prevent servers from just having all three sides just stand in a different ruin to gain wxp. Ifyou have the buff you should have some reward for trying to defend. Even failed ccamp/keep def rewards you. Taking the time to try and hold the bloodlust for the rest of the server should get you some reward, especially seeing as you are missing out on everything that gives rewards to do so.
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I think this is a good idea, but are you sure that people will come only for WXP? They would get these faster when running with the zerg and killing other players.
I think there should be a mechanic which also rewards players with guaranteed rares / chance for exotics besides the meta events in PvE. You might feel the need to go to PvE, even if you’d prefer WvW, just to get your daily rares.
Also I think that WvW needs better rewards for more challenging playstyle. I definitely think that once players are competing for the ruins, it is definitely more challenging. The guaranteed rare every hour would be the WvW-version of meta events. I’d also say: add WXP to the guaranteed rare, and maybe a few WvW-badges, so that players don’t necessarily feel zerging is the only rewarding option.
People should also really learn to form more smaller teams with the new lfg-tool imho. Capping camps and ruins would be so much more successful.
Ya but garunteed items will just get people making sure to tag the buff once an hour and forget about it.
The buff itself is a good incentive but getting nothing by staying in the ruins just leads people going after the other targets.
As intended the ruins should be about fighting for the big buff. However with no rewaeds for capping you tend to see groups just blitz thru and try to get the buff that way. This leads to less fighting more just zergs sweeping thru randomly.
By offering a slight reward for hanging about and defending the buff you promote more fights. Yes it may be more efficient to be in the big fight but a trickle is still beret than missing out entirely. This is good especially as is a reward for holding the buff not just for endlessly flipping. Adding large rewards for little effort once an hour just makes it a farm point to swing by.
My only concern with rewards is if the incentive is great enough it would encourage zerging in the area. Any increase in reward would increase this possibility.
While an increase in numbers in the ruins is not unwelcome I wouldn’t like it if it suddenly became zerg territory. Ruins is a beautifully crafted area and potentially offers more in the way of interesting small group fights. To date the zerg usually runs past ruins and avoids it.
Having said that the ruins largely feels like a waste of time on ANet’s behalf at this stage. Even on tier 1 servers you don’t see many people in the ruins. Most comments in map chat are that ruins helped break down the efficiency of zergs on map, but you could have done that by sticking a big wall in the middle of it…
The Warrior turns to the guardian and says, “Did you hear something?”
Guardian replies, “No, but how’d the elementalist die?”
Adding large rewards for little effort once an hour just makes it a farm point to swing by.
you’re forgetting one thing: the enemies. I don’t think that it will be easy to get 3 of 5 ruins once the rewards are in. But I support your idea of a constant reward-stream of WXP. Your arguments are good.
Also why would it be bad to return to the other objects, once you got the ruins? Quite the contrary imho: a lot of players shouldn’t be there forever so that they don’t cripple the players who need zergs to cap towers.
My only concern with rewards is if the incentive is great enough it would encourage zerging in the area. Any increase in reward would increase this possibility.
While an increase in numbers in the ruins is not unwelcome I wouldn’t like it if it suddenly became zerg territory. Ruins is a beautifully crafted area and potentially offers more in the way of interesting small group fights. To date the zerg usually runs past ruins and avoids it.
Having said that the ruins largely feels like a waste of time on ANet’s behalf at this stage. Even on tier 1 servers you don’t see many people in the ruins. Most comments in map chat are that ruins helped break down the efficiency of zergs on map, but you could have done that by sticking a big wall in the middle of it…
Well design-wise it’s anti-zerg already, you have to spread to at least 3 of 5 ruins to make it possible to hold these against the opponents who try to do the same. One huge zerg at one ruin at a time would have little chance of 5 very small teams who cap the other 4 ruins.
I doubt that any server would get more than 15 people for every ruin at a time without losing most of the towers and camps to the other sides.
I think instead of bloodlust buff, everyone on your world gets a wvw mount.
I think instead of bloodlust buff, everyone on your world gets a wvw mount.
First thought: How hillarious, nonsense.
Second thought: Brilliant. I actually love it.
Personally I don’t really like the Borderlands Bloodlust thing at all, but I do think some reward (even small) is definitely better than no reward. Though I’d rather see rewards for escorting Dolyaks come back first. It’s a pretty important task, but nobody wants to do it because there’s no reward. I mean I guess there’s an achievement for it, but let’s be real…the amount of times you need to do it is a bit absurd for no reward and a couple Achievement Points.
Well the problem with escorting was that you got the points even if you just walked it in the last few yards. They don’t want that.
Note if they worked out how to award you wxp for guarding a ruin at max claim with bloodlust, then I am sure they could apply the code to the yak and have it generate rewards as you escort it just for staying in its presence. No need to even wait on it completing, escort it for 1 min along is path and get 2 ticks of the bonus xp for escorting.
Course the question is do you display the escort ring like the Wolf shrine reknown heart in the norn starting area or do you leave it vague
I love the idea about having mounts for the server who dominates the ruins. Players going off their path to cap camps and towers get a speedbuff which makes capping towers and camps much more efficient.