Archeage = Farmville with PK
(edited by azizul.8469)
easy fix for WvW. reduce the number of players per server per map by virtue of the difference in rank between the top and the bottom server of a match up. make it 5 players reduction per rank difference . for example if the match up consist of the server of rank 6,9 and 13, the number of players reduce per server per map is by (13-6)x5 = 7×5 = 35. so if previously each server can field 100 player max per BL, it is now reduced by 35, making it 65 players from each server per BL. this will help the weeker server a bit.
or you could also reduce the player cap by tier difference, make it 20 player reduction per tier difference.
not sure if anet have the expertise to do that…..
(edited by azizul.8469)
1) vastly improved raid/commander UI system
2) equal rewards across all game types and playstyles
3) alt friendliness.
(edited by bradderzh.2378)
1) New commander Functionality
2) New maps
3) Anti zerging techniques
1. WvW class balance
2. alt unfriendly system
3. WvW rewards compared to PvE
1. GvG
2. SKill-lag
3. Zerging
1: interesting Maps with altitude fighing. (no generic keeps)
2: interesting gamemechanics (not the old barrier/conquest)
3: Alliance system and instanced maps to ensure an equal spread of forces.
4: Interesting tactic and strategic objectives..
5: Mechanics that stop zerg rush capping. (capture a seperate point to contest a waypoint/portal)
6: Scaled defensive maps upon ranking.
7: Commander UI (becoming less important eveyday since the map only allows zerging) add tactical/strategic objectives and then make the UI into somethig that works , nb: 5-20 ppl groups.
8: Introduce repair events/npc. (defend the worker while he rapairs the gate etc)
9: PPT system overhaul to promote splitting the zerg.
10: World boss event as reward for a complete borderland capture.
11: Partysystem overhaul
12: Reward upon cap in the area/not kill of the lord. iow lordrushing to get a hit in.
13: removing The Righteous indignationbuff on lords if a team controls certain points.
etc.
Extra:
1: Skillag (fixed if you split the zerg and ban delaybots, seems to be a germanic invention. something to do with guardian #1 i hear people say)
2: Gamemodes/Mech (The orb was an great mechanic if you take away stupid peole exploiting)
3: DON’T implement the Running buff when leaving your spawn.. rather make the map interesting so people won’t have to run all over the place..
Running in wvw = sleeping irl.
(edited by Merlin Dyfed Avalon.5046)
1) Rewards (Defending Objectives, Ruins)
2) Buffs (Outmanned, Bloodlust)
3) Nightcapping
1: be able to kick offlines from party
2: multy level commandering
3: account bound wxp
+1: body block as in gw1
1. weighed rewards based on each team’s total score and current tick to allow for organic 2v1s on the stronger server(s).
2. weighed reward AND ppt on objectives based on levels of upgrades so karma training stops being the dominant strategy.
(edited by Zephyrus.9680)
WvW:
1) More emphasis on, and better rewards for, Defense and playing in even fights or outnumbered. Less rewards and benefits from zerging and PvDoor.
2) Better tools for organizing forces on a map, and all four maps, so that more complex overall server strategy can develop.
3) Consensual dueling areas in WvW maps that allow players to fight 1vs1 and others to spectate.
More alt friendliness through the whole game
WvW:
1. Balance
2. WvW Gameplay, Mechanics and Features
3. Insane CPU requirements and lag in big fights.
1) Alt-friendliness, especially wrt WXP system.
2) Emphasis and reward for defence and on taking defended rather than undefended objectives.
3) Review of the PPT system.
1.Alt Friendlyness
2. Server WvW wallet(filled by ticking points and used by commanders)
3.Server population balanced
1. Commander Functionality.
2. larger party options.
3. New Maps.
4. more alt friendly WxP system
1. Create new WvW map(s) and link them together so you can’t insta-spawn to a map(unless special upgrade done) like Borderland map server-> new map server -> EB. New map can have 1 buildable spawnoint. Then you need to travel to portal to EB and build a spawnpoint inside EB keep. (more need to defend/valueble to attack)
2. Commander abilities.
3. Population issues
Classes balanced specifically for WvW.
Balance the downed skills. It’s been a year and there are 3 skills.
Ability to salvage WvW gear (runes are stuck in them and you are forced to transmute them out).
Population/coverage issues.
Rally mechanics.
Reward balance (loot).
(edited by Aberrant.6749)
1. Balance classes
2. Rewards for (dedicated) WvW players
1. Eliminating WvW Server population imbalance
2. Reworking Bloodlust Buff mechanics
3. Reward disparity between PvE and WvW
4. Improving Commander Utility
5. WXP system overhaul
6. PPT system overhaul
7. Disincentive Zergs
8. Camp/Tower/Keep/Castle Upgrade system overhaul
9. Map improvements
10. Class Balancing
1. Balance Class
2. GvG
3. Blanced rewards between WvW and PvE
1) Class balance
> Build diversity. Each class must be competitive in each aspect of WvW (Solo, Roaming, Raid).
> New skills/New weapons
2) Commander Functionnality
3) New maps
1) Imbalance match up/GvG/Skill Lag/Class balancing based on WvW not sPvP
2) Imbalance match up/GvG/Skill Lag/Class balancing based on WvW not sPvP
3) Imbalance match up/GvG/Skill Lag/Class balancing based on WvW not sPvP
1. rewards
2. alt friendliness
3. commander functionality
1. Rally mechanics (WvW)
2. Skill/class balance (WvW)
3. GvG
1.) WvW Rewards and Progression
2.) Making WvW Alt Friendly (WxP) account based or another solution
3.) Zerg Busting so smaller groups can compete against much larger forces.
API for WvW {To allow players to create content. Provide a token key that can be refreshed for each character. (Have player x and y position. Have player Stats. Have commander stats. Have party stats. Have capture points stats. Provide map x and y position)}
1) Commander & Squad Functionality. (Public/Private squads)
2) Bug fixes / Siege exploits.
3) Additional or Improved map design. IE: Get rid of the PvE events (centaurs/skrits) and add pvp content.
- Class balance : make classes interesting for group/massive groups fight
Actually it’s more “ok let’s go warrior/guardians/ele/necros and maybe mesmers/engi…what? thief and ranger? for what?”
- Downed system : revisit this system to avoid insta rez of a zerg because on alt goes down….if you finish one guy then rez 1 another guy but not all the zerg…
- Structure defense : actually it’s so easy to get like 15/20 golems and destroy a full T3 structure if there is no scout sleeping in it…i remember the start of WvW where Golem was like a “omg he’s building a golem ! what the hell ! he must be rich !” Now it’s more : ok lets get 20 golems alphas and then 10 omega and we gonna crush every structures…
1) Improve Defending for Structures (better rewards, better upgrades, gates and walls can only damaged by sieges, fix line of sight problem for defenders on wall etc.)
2) Improve the Maps (more space for roaming, remove skritts and centaurs in borderlands etc.)
3) Reward imbalance between pve and wvw
1. World rank/WXP account bound. Why is it character bound? Why?
2. Revamp the wvw achievements.. srsly 500k stone mist defend? Who would have that dedication and time?
3. That LAG with a decent pc amd triple core 3.3 4gb ram 1 gb video and everything on lowest I still have lag in large zerg battles
- Better rewards for defence/supporting
- Problem of Population difference
- Problem of Nightcapping
1. Zerg Groups vs Small Groups
2. Siege and Defending
3. Commander UI for Guild and Public raids
Regards
Seed
1) Increasing rewards and impact of smaller and better organized groups compared to mindless zergs
2) Commander functionality
3) Improving WvW rewards
1) Population Balance
2) Reward Balance
3) WxP for Alts
1) Population imbalance between servers
2) Account-wide WXP
3) Events for defenders, which help with defender rewards (i.e. when an upgrade is queued, defenders can complete an event to make it go quicker, collect rocks for a wall, collect siege parts for wall mortars, protect reinforcements from keep to a tower, etc.)
1. Population Imbalance, we all just want good close matches with even teams, that needs to take priority over single server communities.
2. Guilds need meaning in WvW, emphasis on guilds, and alliances above server vs server could help with population imbalance.
3. More individual progression, unique wvw armors and skins, ascended level gear.
1: Server population imbalances
2: “Alt-unfriendlyness” of WvW (WXP)
3: Advanced commander options – different colors and icons, visibility settings etc.
WvW:
(edited by Svarty.8019)
1)Supporting organised play (buffs prioritizing party was a great step, but there´s a lot more to do)
2)Leading tools (not just commanders, but all levels of play, from 2 guys to 100 guys)
3)Separating pve and wvw (mainly about skill balance etc.)
1. Commander tool refinement
2. Alt-friendliness
3. Lags
1. Class Balance
2. Skill lag
3. Defending Improvement’s
4. Stomping players should force map view only & respawn
5. Commander Functionality
(edited by Dabachelor.1736)
1. GvG
2. Commander System / Guild Commander
3. Alt Friendliness
1. Skill lag
2. Reward imbalance between PVE/WVW
3. Add armor/weapon skins unique to WVW (or access to more PVE skins through WVW)
1. Account bound WXP
2. Match/WvW Population/Coverage Imbalance
3. Zergs
1. Skill lag and server-side lag in wvw
2. Lack of pvp/pk action with so much “player vs door under ac rain” obligation.
3. Detailed custom/guild commander system
I have played GW 1 and GW 2 and this post is encouraging .
1. Explain to players the reason for skill lag and is this something that can be solved or never sold. Is cloud computing to be blamed?
2. Can we expect more updates on WvW since we are growing in population, and does colin plan to increase the WvW team size in the near future due to this
3. Will Anet hire community team leads from the WvW players (i.e. Daphenix for Ele) on each profession to provide an objective , non-subjective, fair non-binding suggestion for anet ?
(edited by Fuzzion.2504)
1. GvG
2. SKill-lag
3. Commander abilities
1. Commander Functions
2. Reward imbalance between WvW and PvE
3. Downed State Mechanics
1) WvW Population imbalance. More players more coverage= Win period.
2) WvW Rank not being account bound
3) WvW to pve loot imbalance.
4) Some new maps for Wvw. Its been over a year and 3/4 maps are still the same. P.S. if this is ever done please make it so no keep/tower can treb any other keep/tower.
1) Poorly made supply-upgrade system. Too easy to deny supply, and way too easy to empty it. No upgrades to prevent and or negate this imbalance.
2) Commander System/Ingame Voice Chat
3) Badge drop rates being way way too low
Yet another suggestion.
Regarding content. Water battles… dev’s have put some effort into developing underwater fighting, utilize this. Every time I mention “cannons on pirate ships” to other players, they get excited by the suggestion. Supply to build ships? “Yar”.
Perhaps introduce some carefully thought out missions. Escort champion, infiltrate camp/tower, blow up a bridge, etc. Some may argue this is PVE stuff, but if properly implemented, could provide more content then just taking the other guys tower, or defending yours.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.