Making Def in wvw more worthwhile

Making Def in wvw more worthwhile

in Suggestions

Posted by: Teraphas.6210

Teraphas.6210

At the moment wvw rewards offense far more atm. Defense requires a sacrifice of personal progression in order to scout. This is of course for the good of your server, but getting people to do it can be hard as there is not a lot to do. Between boredom and lack of progress the incentive is not there.

These are suggestions to make defensive options attractive and not just a sacrifice for the greater good.

Keeps and towers

Create mini events within the castle for the defenders. Things to allow the players to speed up progress on upgrades. Not completing them would have things develop at the current rate but completing them reduces time/resources to complete the upgrade. By mini I mean the event Window would be one or two minutes. Something that if you are on the ball can easily be done. Example worker is thirsty take him a drink. You can then pick up a waterskin(more than one to avoid griefing) and rush it over to him to get a speed boost on him making him more efficient.

Add a barracks door into the walls. Defenders could trigger a breakout like event from these doors. For a cost (along the lines of 10 supply and some coin) you could summon up extra guards to a gate in order to buy time for your side to rush to your aid. A 1 min cooldown between purchases sounds like a start. Each group would man the walls for a short time before returning to the barracks. Ideally there would be several options you could choose from. Examples: Grenadier: These troops take to the walls with grenades which they pelt enemies below. Sortie: heavily armored squad with knockback skills who charge out and try to knock the enemy off the gate and any siege there.

Bloodlust nodes
Keeping bloodlust for your side is a noble goal but short of an achievement there is little incentive to do more than flip and leave atm. Add a trickle of wxp for staying in the node once its at full commitment to your server. For every 30 seconds you stay in the maxed out zone you gain 2 wxp. This should only be available to the side that controls bloodlust on that map. Doing so would reward those for protecting thier servers claim on bloodlust.

Merc camps.

Being able to upgrade the merc forces would be a welcome addition. Invest the time and resources to create a stronger ally. Especially if once strengthened you could have them move to your defense
A mechanic similar to the barracks door could be added. Once on your side you can pay them to send squads out to attack various poitions. Choose a target and pay the fee. Doing so will spawn a short event for your server to prep the attack. Once completed they set out to attack the designated target. Could be useful for smaller groups to bolster their numbers or serve as a diversion for another strike. Or even to serve as reinforcements for a position under attack.

Supply camps
The craziest of my suggestions but investing in upgrading a supply camp is a huge gamble. It would be nice to see a new line of upgrades avaliable. Palisades. Selecting this would construct a ring of destructible stake walls around the camp. at t1 it creates the build sites around the camp using existing stuctures as part of the wall. Players can then build up the walls or replace any that are destroyed with supply. Upgrading them again would reinforce them And add walkways along the top to mount attacks from. This would give the server a chance to protect camps a little easier but would require a commitment of supply to do so that may be better served else where. The wall would ideally have more than 2 ways in and out.

Conclusion
These ideas are to help the overall state of the wvw shift from the only viable way to advance is to be in the map zerg or on the offensive. While defense shouldn’t necessarily be more rewarding there should be more to do than twiddle your thumbs and hope the enemy attacks to give you something to do. That always struck me as backwards, hoping to get attacked. Please give us things to do and gain wxp on while protecting our side

You can’t spell Slaughter without Laughter

Making Def in wvw more worthwhile

in Suggestions

Posted by: Ven Zehn.6573

Ven Zehn.6573

Indeed, scouting is a large part of WvW, but scouts get the least benefit from it as it is.

Making Def in wvw more worthwhile

in Suggestions

Posted by: Zolazie Grengche.3051

Zolazie Grengche.3051

Love the ideas man! Having something else to do other than refreshing siege would be nice.
Maybe some WXP for siege being refreshed as well. Of course there should be a cool-down on it, maybe only allow for refresh of any siege (for wxp) every 10-15 minutes, and max of 2 gains person per (x hour/s).
This would also make it more enticing fro scouts in the harder to scout keeps, and garrisons, and SM.

Heing [foxy] Jade Quarry

Making Def in wvw more worthwhile

in Suggestions

Posted by: Teraphas.6210

Teraphas.6210

I worry that seige for wxp even with limits on how often you can receive it would lead to servers just building as much seige as the game will let them and then running to that area every 30 min to farm wxp off all of them. The game then devolves into zergs of seige tenders touching each. Can you imagine how long it would take for 50 people to all refresh even just 30 seige if everyone touched then all?

Maybe a mini event that can pop on seige that grants wxp for completing. Maybe the event lets you repair a little damage to that particular seige.

You can’t spell Slaughter without Laughter

Making Def in wvw more worthwhile

in Suggestions

Posted by: ithinkimhaunted.7412

ithinkimhaunted.7412

While I certainly agree with you that the defensive players get shafted on the rewards for their play style, and I also admire the creativity/effort you put into your suggestions; however, there are some that I don’t really agree with.

A. the bloodlust ruins wxp reward: there is really no way to add a wxp reward to the bloodlust ruins that isn’t farmable. The suggestion that you gave, while good and valid, would most certainly be farmable, unfortunately. However, keeping/taking bloodlust for your server is rewarding all in its own, perhaps not personally but it does help the server overall.

B. supply camp fortifications: supply camps are meant to be a gamble. they are easily flipped for a reason. Supply camps offer a very significant advantage to the server that holds them. For example, my server YB is facing FA at the moment. A tactic FA loves to use against us is preemptive strikes on our camps. They will come into our borderlands and flip our SE and NE camps before making a 1 or 2 attacks on Hills to clear siege. Once they have cleared our siege and made us burn our supply on repairs instead of rebuilding siege, they rally their server and storm our keep because they kept control of our supply camps and starved us of the supply necessary to repel them. The real problem is that our players did not feel compelled to defend our camps/yaks. The role that supply camps play works perfectly as it is and I strongly disagree that it needs improvement.

In the end the server that can convince its players to play defensively despite the lack of rewards is the server that should hold the upper hand. I STRONGLY disagree that Anet needs to implement some sort of reward system just to get players to be team players. At the end of the day if you are going to be a selfish server overall, you are going to, and should, lose to a server that plays as a team and makes those kinds of sacrifices for the greater good.

Making Def in wvw more worthwhile

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Posted by: Teraphas.6210

Teraphas.6210

With the supply camps the point is to add a layer of upgrades to allow a (currently fully)upgraded camp to be an tougher target to take with proper investment. The barricade upgrade just allows the walls to be built. It doesn’t automatically build them. Say there are 10 sections of the wall at each camp and each section takes 15 supply to put up. That means you need to sink 150 more supply to get them all in place on top of the cost of laying the ground work so they can be built. And the net result will be mostly a delay tactic to buy time for the defense to respond and ward against a casual flip team of 3 or so ganging up on a lone scout.

As for the blood lust being farmable I still don’t see how. A couple wxp every 30 sec only when you’re in possession of that borderlands buff doesn’t sound too farmable, especially since that would be an added reason for the other side to take the lust buff. And if you do have people just hanging out in the lust circle then you should have an easier time taking their stuff. At say 2 wxp every 30 sec in 30 min you gain 120 wxp. That’s slightly more than taking a tower but in 30 min you could gain more potentially with the zerg.

However that is a nice reward for holding and defending the node. That plus an wxp for kills makes it worthwhile for a group of 2 or 3 to guard the node for their server without having to be a sacrifice if no enemies come.

You can’t spell Slaughter without Laughter

Making Def in wvw more worthwhile

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I love that ideas. But there needs to be a mechaniscm to help players actually do the job they are supposed to do, scouting, when doing these events.

It could look like this:

  • once a player is in a keep/tower a npc appears on the walls who scouts for you. If an enemy is in line of sight of that npc, you’ll hear a warning horn sound
  • event-npcs will run back to their positions to be ready to fight (if the enemy crowd is large enough/and/or hitting the keep
http://gw2style.com/index.php – show your look and rate others – great filters!!

Making Def in wvw more worthwhile

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

idea for tower-event:

train a npc to become a dolyak supporter:

  • challenge a npc for a race
  • if you win, you’ve successfully trained the guy
  • he now will accompany the next dolyak to the supplycamp and casts swiftness in regular intervalls.

train an npc to handle a arrowcart

  • build an arrowcart and show the npc how to hit fast moving targets (he puts some chickens out there)
  • When successful the npc will handle an arrowcart at the position you want him to, until a player comes along.
  • you can send the npc to the nearest supply camp. He will craft an arrowcart there and he will defend that area as good as possible. Players will still need to tap the arrowcart in order to make it stay.
http://gw2style.com/index.php – show your look and rate others – great filters!!