WXP Divided by # of Players = Anti-Zerg Win?

WXP Divided by # of Players = Anti-Zerg Win?

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Posted by: Siphaed.9235

Siphaed.9235

This is probably way, WAY too late to get into Tuesday’s patch, but I’m going to make the suggestion anyways.

Yes, I already know that A.Net said that WX kitten hared 100% across the board on all participants. But, they can change their mind.

The way I see it, this would be a great feature that could implement an anti-zerg tactic at great use to the game. There would need to be obvious limitations to it when applied so that it’s not too limiting.

So, here goes:

Anything under 8 players attacked, there’s no spread and it’s 100% across the board for everyone. When going 9-14 players, it becomes a 75% return WXP on the kill spread rather than the full 100%. With 15-19 it becomes 50%, and anything 20+ will be 35%.

Ex. #1
Player A is worth 35wxp
Player A gets attacked by 5 man group.
All 5 players receive 35wxp.

Ex. #2
Player B is worth 50wxp
Player B gets attacked by 10 man group.
Each of the 10 players receive 38wxp (rounded up from 37.5, never rounded down).

Ex. #3
Player A is worth 35wxp (still, again)
Player A gets attacked by 17 man group.
Each of the 17 players will receive 18wxp

NOTE:
There’s some questions as to how to tweak the mechanic. It can either be Players within X range, or the Y amount of Players attacking the single target yielding the WXP.

So, that’s my idea. Actually, it’s not my idea. All credit can go to my guildmates of [DA].

WXP Divided by # of Players = Anti-Zerg Win?

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Posted by: Jski.6180

Jski.6180

Its an ok idea but if a larges group is only kill off ppl they are wasting there time in wvw. Also if they are just spawn camping they will get no wxp at all due to time alive thing they are putting on the new system.

The thing is they already hit zerg and they hit it hard in the last update the oranges swords only showing up when there are 25+ ppl. This makes zergs what they should be a very visible movement of ppl to attk or hold something (realty its hard to hid big movement). This alone has made the zerg only runs a great deal weaker. Now its still a lot of ppl and if the other team simply out numbers you 2 to 1 you should lose its not so much of a zerg at that point but more of a numbers game BUT a larges group can only be in one places at a time so you can have groups of 24 or less to take tower keeps and camps. These numbers of 24 or less are able to easily take lightly guarded towers and keeps giving your team the advantages of points and wining in the long run.

Yes your going to get ran over by a larges group from time to time (your also going to get destroyed by a thf from time to time) but your less likely to run into a big group because every time they hit something EVERYONE knows where they are and where to avoid or help. This is a major disadvantages because you show the other 2 teams your hand when you move in these group and with this info a smart commander can make moves to use there great advantages in numbers as there greatest weakness!

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

WXP Divided by # of Players = Anti-Zerg Win?

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Posted by: Victory.2879

Victory.2879

zerg can still run around, cap everything for exp points as well as wiping out your smaller 24 man team whenever they run into them, if the zerg is big enough they only need 1-2 sup rams each door and are in in seconds.

Instead of a karma train (remember karma and badges, useful stuff, thought it might be for ascended stuff for wvw’rs one day…..) you will now have a Wexp train running 5 minutes behind each other to maximise returns.

And server organised Wexp fights which I described elsewhere.

Victory, Beings Lost On Borderlands (BLOB), SFR & Gandara (inactive)

WXP Divided by # of Players = Anti-Zerg Win?

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Posted by: Goloith.6349

Goloith.6349

ANET is going to be careful because the above vary well increase the amount of people in zergs.

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WXP Divided by # of Players = Anti-Zerg Win?

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Posted by: Siphaed.9235

Siphaed.9235

zerg can still run around, cap everything for exp points as well as wiping out your smaller 24 man team whenever they run into them, if the zerg is big enough they only need 1-2 sup rams each door and are in in seconds.

Instead of a karma train (remember karma and badges, useful stuff, thought it might be for ascended stuff for wvw’rs one day…..) you will now have a Wexp train running 5 minutes behind each other to maximise returns.

And server organised Wexp fights which I described elsewhere.

Oh, I didn’t think of it until you just now mentioned it. I can see it now: “WAR 2.0”. In Warhammer Online, in it’s first 6 months out of the gate, servers were literally just doing circle trains in the war zone maps. They never really engaged each other in these big two groups, only followed their group to recap back the location that the enemy just capped. Sometimes, if one side was slower at the cap, the other side would literally just sit outside the keep on a hill watching and waiting. It was so obvious that they were exploiting the system it was ridiculous.

This is why I’d like to see a DIMINISHING RETURN based on the player number (as suggested in the original post) so that it would encourage people to drop the larger groups for smaller more reasonable groups spread across the maps. This would cause a domino effect by having so many scattered groups on the map to clash into each other and fight; encouraging actual PvP fighting instead of PvE WXP farming of environmental targets.

ANET is going to be careful because the above vary well increase the amount of people in zergs.

The above, as in my idea? How would that increase the people in the zergs? By decreasing the reward based on the number of people there, it would mentally force them to split up their numbers to try to get the best amount of reward. Why be in a group of 12 killing 3 people when you’re rewarded 25% more WXP if you’re with a group of 8, or 5 and you still are able to kill the same 3 people.

This goes same for camps, sentries, towers, and more. Each of these is undoubtedly a WXP provider, and with that taken into account it’s better to reward smaller groups more taking the same object than the larger zerg; far better than them getting equal rewards for the players, though the work, effort, and skill differs greatly between the two groups.