…and don’t be toxic!
(edited by Kite.2510)
Current problem:
In WvW currently it’s all about large groups of zerg.
Players are forming 1-2 gigantic groups of lag, and they are parading around the battlefield, capturing bases that are mostly empty of other players, and the few players that are inside those bases have no chance in hell to defend them or drive away the mob.
Players who stay behind inside a captured base to defend it have absolutely nothing personal to gain.
Even organised groups that care about upgrading a captured base, don’t have much reason to stay inside, and only occasionally go or send one person to kick the next upgrade and leave.
Non organised player who just came for their achievements won’t even bother spending their own money on upgrading a base, let alone stay inside and protect it…
I don’t think this is what the developers had originally intended…
Solution:
Step 1: Slightly Increase the time needed for an upgrade. (read below before dismissing…)
Step 2: Turn the said upgrade into an (often non combat) event that the players can participate. Participating in the said event aside from the usual xp, karma, gold and wxp, they’ll also benefit the base by making the time needed for the upgrade go faster, increasing the supply generation of a farm, or offering minor scraps of supply (+1) on a base with no upgrades in progress (likely caused by the lack of supply). An Upgrade with many players supporting it should decrease the needed time to 3/4 of the current one at most so players won’t be zerging the event to happen instantly.
Step 3: Reduce all upgrade costs to 5 silver! Top tier base upgrades should cost more than 10 silver. Don’t punish players for caring!
Step 4: Depending on the number of non combat player escorting a Dolyak, should make it go faster. Also if possible, bring back the Dolyak escort rewards now that Botting has been toned down.
Step 5: have some weaker version of an arrow cart (or some other weak area ranged siege weapons) standing on the walls of towers and keeps regardless of upgrades on the said base. Give to defenders a decent chance to defend a base even if they are fewer and weaker inside, and don’t make melee focused characters go outside.
Step 6: Put a “Guard a base for X minutes” achievement on the daylly rotation.
Step 7: If the above suggestions make the siege of the bases way to hard for the attackers, instead of removing boons from the defenders, consider enhancing the attackers side with new stuff (like siege laders for example).
Examples of base events
Bonus suggestions:
If a team is loosing and has very few bases to their name, then consider giving them some boon that increases their stats. My players tend to leave when they realise they are fighting a loosing battle, making the situation of their team even more grave. If they have some advantage that allows them to push the enemy back or make more kill, they’ll double think of leaving. Also consider sending Lieutenant NPCs for help if they are pushed all the way back on their starting base.
(edited by Kite.2510)
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