WvW has lots of room for improvement.

WvW has lots of room for improvement.

in Suggestions

Posted by: nofo.8469

nofo.8469

This is entirely opinion and is heavily biased from playing DAoC which I felt had PvP that was leaps and bounds ahead of this game, everyone I know that has played both games for any length of time agrees with me on this one. I still find this game immensely fun but it could also be so much more.

Let’s talk about rewards you get from WvW first,

Orbs,
Ok these are nice but they have no real persistant benefit for the server that took them; they change hands all the time and are reset often as well leading to taking orbs not being a meaningful event at all. This is a problem because each server essentially has nothing to lose because its all temporary, even if nobody bothered to fight in WvW it would all be back to normal within a week.

This is a horrible mindset for a PvP game, you look at any of the good PvP MMO’s (talking about SB, DAoC, UO etc here) and you will find the main driving force behind players fighting eachother is something, in some cases everything they have worked for being at stake. Now I’m going to compare this to WoW, which I honestly don’t think is a bad MMO which did PvE great but it’s PvP was really lackluster, unless Arenanet is going to be releasing PvE content every few months they will need to expand on the PvP content of this game greatly in order to have longevity. Sorry for going a bit off topic but it needed to be said, in WoW you have nothing to lose in PvP its all for points and frankly it feels like a watered down version of any of the great PvP arena games out there, (not MMOs) this kind of gameplay does not make a PvP MMO.

My proposed solution although not ideal due to current matchmaking would be to have each server have a few orbs belonging to it, where the only way to take it would be to control their entire map and then have a difficult siege to get the orb, once the orbs were in your servers hands they would give a noticable benefit to that servers PvP and PvE experience; getting orbs back that you have lost should be significantly easier. Maybe orbs should reset every month or so, depending on how balanced the servers are in terms of WvW. Again, just a potential solution off the top of my head not saying its even close to ideal.

Gameplay and Rewards

Players will always go for the path of least resistance to get rewards, its true for every game. And if that path happens to be just follow the zerg around tagging people for tokens then this is exactly what the majority of people will do. Some people like this kind of gameplay, and it can be fun on occasion but making this the sole activity to partake in WvW is pretty lackluster design. Yes I’m aware you can roam I do it often myself, but the rewards are nothing compared to AoEing the enemy zerg and getting 10-20 tokens per fight.

I’ll address tokens first, I’m going to be really blunt here, PvE is for gear PvP should be for guild/server, kitten and character progression. This game currently has a slight reason to fight for the server (orbs, addressed that in previous topic) but nothing really for your guild or yourself. Realm Points were one of the best things about DAoC I have no idea why the WoW approach to PvP reward was taken for this game because it has proven to not be substantial enough for longevity. For anyone not familiar with DAoC RP (realm point system) it was essentially a number associated to each character that increased for every person they killed, they got more points if they killed that foe with less people. As the number increased your character gained in power though active and passive abilities (which you chose) and also gained different titles to reflect your experience; which this game has.. of sorts. The benefit of this was three fold, it discouraged zerging around with 100 people unless you needed to, encouraged teamwork to take on larger numbers and gave people another way to progress their character once they hit level cap. Having the sole reason to PvP being tokens to buy gear which most people have already got from PvE is a recipe for short lived PvP imo.

On ranking, which Arenanet seems to be moving towards much <3 for that. Currently the server ranking is nice and all but it doesn’t show which guilds are doing the best for the server, which players are doing the best for the server etc etc, its not necessary but its always nice because it promotes in-server competition.

Server transfers need to be heavily restricted or stopped altogether, people being able to jump ship at any times removes a lot of server pride and desire to “fight” for that server because as it stands at the moment there is no cost to just saying eh this server sucks lets get out and join a server thats stomping everyone.

That’s all for now, thanks for reading

(edited by nofo.8469)

WvW has lots of room for improvement.

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Posted by: nofo.8469

nofo.8469

feedback please

WvW has lots of room for improvement.

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Posted by: Dware.4259

Dware.4259

Pretty good writeup, agree with alot of what you said.

WvW needs alot of work for this game to survive, they need to do it pretty quick because players never wait around for things to improve they just move on to the NEW game.

I watched conan, warhammer, aion, swtor all pretty much go to the curb because the game had “potential” but devs didnt act fast enough.

Unfortunatley this thread will probably just be locked and nothing will be changed, just another game that had “potential”

WvW has lots of room for improvement.

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Posted by: nofo.8469

nofo.8469

I really do hope the devs at least give this some thought, this game needs to fill the niche of a PvP MMO, because there is no way it can keep up with other PvE mmo’s without a monthly fee or more appealing micro-transactions.

I really want this game to succeed and fill the gap left by no decent fantasy PvP MMO’s being released in the last 10 years or so.

WvW has lots of room for improvement.

in Suggestions

Posted by: Taemek.1602

Taemek.1602

As I posted in my own thread which can be found in the suggestions section, Orbs should be directly applied to the team that is outnumbered, scales in intesity based on the ratio that they are outnumbered by.

Servers should be locked for transfers. Low populated servers merged to balance out population. Arenanet should then carefully determine which servers will be lined up again which servers in the following rotation of WvW. The outcome of this will be a more true indication of where the servers should be, if a server scores high = Tier 1, if Average – Tier 2 or 3 and if Low = tier 4. Simple and easy to implement.

Server transfers should then only apply to servers that start to die off or alternatively, just keep merging servers to keep all servers brimming with population.

However, this is just the tip of the ice berg imho, if they successfully pull this off, they need have some serious issues with character balance in WvW and adjusting classes based of one section of a game that caters to 3 types of players: WvW, sPvP and PvE is extremelly hard and dangerous, you are going to loose players somewhere along the line with people being unhappy with change. Change one aspect of a class based around one style of gameplay, it has ethier negative/positive results in another part.

At this point, I think I agree with alot of other people here on the forums and that is that GW2 is not exactally cracking out to what everyone hoped it would be. Whats worse is, no one knows whats going to change or how it will be implemented, sounds like GW2 have no clue themselves and everyday they drag this out, which has been going on now for the best part of 3 weeks with no change in sight for at least another 2+ weeks, more and more people are quitting the game, leaving server merges one of the only possible options to balance servers.

No one likes servers merges, it indicates a failed product or a dying product. However, every game released lately in the past 4-5 years has resulted in server merges within the frist 6 months anyways, so seems like it is becoming a industry standard.

WvW has lots of room for improvement.

in Suggestions

Posted by: kitanas.3596

kitanas.3596

I’ve seen orbs as a tactical resource, like supply. It exists to give you an edge in the current battle. under that mindset, the fact that they are temporary makes perfect sense.

about persistence(which seems to be your true issue) I think it may be the difference in the communities. For example, DOAC had only 250K subscribers, max. GW2 has sold 1,2million copies? that means that GW2 is much bigger then DOAC ever was. that means that there is more likely to be a bigger gap between the best and the worst. Also, I suspect that the MMO crowd has gotten more “casual” over the years. How many times did people in DOAC say “I’m losing, therefore I’m not going to play, plz fix mythic”.

What is the difference between getting better stats from gear and getting better stats though passives? because you say that “gear is for PVE” yet want a “realm point system”. don’t they function in same manner? (give your character better stats).

WvW has lots of room for improvement.

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Posted by: Brome.7036

Brome.7036

Realm points are needed.

WvW has lots of room for improvement.

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Posted by: nofo.8469

nofo.8469

I’ve seen orbs as a tactical resource, like supply. It exists to give you an edge in the current battle. under that mindset, the fact that they are temporary makes perfect sense.

about persistence(which seems to be your true issue) I think it may be the difference in the communities. For example, DOAC had only 250K subscribers, max. GW2 has sold 1,2million copies? that means that GW2 is much bigger then DOAC ever was. that means that there is more likely to be a bigger gap between the best and the worst. Also, I suspect that the MMO crowd has gotten more “casual” over the years. How many times did people in DOAC say “I’m losing, therefore I’m not going to play, plz fix mythic”.

What is the difference between getting better stats from gear and getting better stats though passives? because you say that “gear is for PVE” yet want a “realm point system”. don’t they function in same manner? (give your character better stats).

I’m not just after persistence, i’m after character progression and community building.

Realm points weren’t stats for the most part, once you get to rank5 you would essentially be 1 higher level but thats it for stats. Realm point abilities were things like Determination(rank): decreases duration of CC effects by x seconds. That’s an example of a passive.
Example of an active would be something like Thornweed field, which drops an AoE field that snares and does light damage to those in the area.

Not saying these abilities would be applicable to this game, just an example on how it was implemented in DAoC.

But the best reward of realm points on DAoC was titles, if you saw a full group of rank 10’s coming, you knew you were in for a hell of a fight because these guys were experienced and likely coordinated.

Besides, gear in this game rewarded through PvP is no different than the ones gained through PvE.

WvW has lots of room for improvement.

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Posted by: ChaoticWon.3476

ChaoticWon.3476

I agree with you nofo- for what it is worth. I was expecting more from wvwvw and for it to be more like DAoC. Much of my guild has already left the game due to its WoW BG feel- no end game really. We really need an RP system and titles and YES Stop the friggen server transfer’s! The past week on Black Gate has been very VERY slow- I even reinstalled DayZ its so bad. I hope the devs read this and other suggestions from the community. This game has a lot of potential- I know there is a lot of upcoming changes for sPvP, I hope to hear the same for WvWvW- SOON!

WvW has lots of room for improvement.

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Posted by: kitanas.3596

kitanas.3596

I’ve seen orbs as a tactical resource, like supply. It exists to give you an edge in the current battle. under that mindset, the fact that they are temporary makes perfect sense.

about persistence(which seems to be your true issue) I think it may be the difference in the communities. For example, DOAC had only 250K subscribers, max. GW2 has sold 1,2million copies? that means that GW2 is much bigger then DOAC ever was. that means that there is more likely to be a bigger gap between the best and the worst. Also, I suspect that the MMO crowd has gotten more “casual” over the years. How many times did people in DOAC say “I’m losing, therefore I’m not going to play, plz fix mythic”.

What is the difference between getting better stats from gear and getting better stats though passives? because you say that “gear is for PVE” yet want a “realm point system”. don’t they function in same manner? (give your character better stats).

I’m not just after persistence, i’m after character progression and community building.

Realm points weren’t stats for the most part, once you get to rank5 you would essentially be 1 higher level but thats it for stats. Realm point abilities were things like Determination(rank): decreases duration of CC effects by x seconds. That’s an example of a passive.
Example of an active would be something like Thornweed field, which drops an AoE field that snares and does light damage to those in the area.

Not saying these abilities would be applicable to this game, just an example on how it was implemented in DAoC.

But the best reward of realm points on DAoC was titles, if you saw a full group of rank 10’s coming, you knew you were in for a hell of a fight because these guys were experienced and likely coordinated.

Besides, gear in this game rewarded through PvP is no different than the ones gained through PvE.

determination is still a stat boost. the only difference is that you are adding a completely new stat. for example, If there was a sigil that Reduced CC effects, what difference would that be to a passive the reduced CC effects.

and as for titles, at the end of every WVW achievement track, you get a title. I don’t have anything in particular against displaying those titles

WvW has lots of room for improvement.

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Posted by: nofo.8469

nofo.8469

Thankyou all for the positive feedback, glad I’m not alone with this.

I don’t really agree with pushing SPvP simply because MMO’s are far from the ideal format for arena based games, in addition its extremely repetitive, lacks any form of benefit for the server/guild, and isn’t accessible.

Using DAoC as an example, its notorious for its community having an “elitist” attitude and that was very true for 8v8, but there was plenty of options for everyone to partake in regardless of skill level or preferences in PvP.

MMO’s are the ideal format for PvP with something to lose and strong, large community building; something that spvp does not facilitate at all.

WvW has lots of room for improvement.

in Suggestions

Posted by: nofo.8469

nofo.8469

I’ve seen orbs as a tactical resource, like supply. It exists to give you an edge in the current battle. under that mindset, the fact that they are temporary makes perfect sense.

about persistence(which seems to be your true issue) I think it may be the difference in the communities. For example, DOAC had only 250K subscribers, max. GW2 has sold 1,2million copies? that means that GW2 is much bigger then DOAC ever was. that means that there is more likely to be a bigger gap between the best and the worst. Also, I suspect that the MMO crowd has gotten more “casual” over the years. How many times did people in DOAC say “I’m losing, therefore I’m not going to play, plz fix mythic”.

What is the difference between getting better stats from gear and getting better stats though passives? because you say that “gear is for PVE” yet want a “realm point system”. don’t they function in same manner? (give your character better stats).

I’m not just after persistence, i’m after character progression and community building.

Realm points weren’t stats for the most part, once you get to rank5 you would essentially be 1 higher level but thats it for stats. Realm point abilities were things like Determination(rank): decreases duration of CC effects by x seconds. That’s an example of a passive.
Example of an active would be something like Thornweed field, which drops an AoE field that snares and does light damage to those in the area.

Not saying these abilities would be applicable to this game, just an example on how it was implemented in DAoC.

But the best reward of realm points on DAoC was titles, if you saw a full group of rank 10’s coming, you knew you were in for a hell of a fight because these guys were experienced and likely coordinated.

Besides, gear in this game rewarded through PvP is no different than the ones gained through PvE.

determination is still a stat boost. the only difference is that you are adding a completely new stat. for example, If there was a sigil that Reduced CC effects, what difference would that be to a passive the reduced CC effects.

and as for titles, at the end of every WVW achievement track, you get a title. I don’t have anything in particular against displaying those titles

As it stands right now, PvP and PvE don’t synergise at all, they overlap in rewards from it, that’s the main problem I have with it; there is literally no personal, guild or server gain from WvW.

So what they could do is make new gear from WvW that made doing PvE obsolete, or they could design it so they complement eachother.

I understand where you are coming from, but as a personal preference I would prefer my character to advance rather than my gear advance.

WvW has lots of room for improvement.

in Suggestions

Posted by: ChaoticWon.3476

ChaoticWon.3476

My point about titles is… I would like to know if I am about to engage a RR3 Myrmidon, Brehon or Fammen Vakten vs a RR10 Dragon Knight, Emerald Rider or Einherjar . The main reason being player skill and other being abilities they have due to RP’s.

And to your point nofo regarding sPvP I agree with you for the most part. sPvP is an entirely different game style. I think it is a nice option, I just hope ArenaNet is not going to be so caught up in eSports that they neglect WvWvW.

WvW has lots of room for improvement.

in Suggestions

Posted by: nofo.8469

nofo.8469

Agreed 100%, titles shouldn’t just be a vanity thing, it should be a direct measure on the experience of your opponent essentially.

Further on SPvP, if they manage to make it an esports, good for them, I can’t see it happening though and even if they do, MMO’s are not the ideal format for esports; if only due to lack of dedicated servers.

From what I have seen of the current PvP state in GW2, even though WvW lacks any incentive to play its still more popular than SPvP.

WvW has lots of room for improvement.

in Suggestions

Posted by: nofo.8469

nofo.8469

As I posted in my own thread which can be found in the suggestions section, Orbs should be directly applied to the team that is outnumbered, scales in intesity based on the ratio that they are outnumbered by.

Servers should be locked for transfers. Low populated servers merged to balance out population. Arenanet should then carefully determine which servers will be lined up again which servers in the following rotation of WvW. The outcome of this will be a more true indication of where the servers should be, if a server scores high = Tier 1, if Average – Tier 2 or 3 and if Low = tier 4. Simple and easy to implement.

Server transfers should then only apply to servers that start to die off or alternatively, just keep merging servers to keep all servers brimming with population.

However, this is just the tip of the ice berg imho, if they successfully pull this off, they need have some serious issues with character balance in WvW and adjusting classes based of one section of a game that caters to 3 types of players: WvW, sPvP and PvE is extremelly hard and dangerous, you are going to loose players somewhere along the line with people being unhappy with change. Change one aspect of a class based around one style of gameplay, it has ethier negative/positive results in another part.

At this point, I think I agree with alot of other people here on the forums and that is that GW2 is not exactally cracking out to what everyone hoped it would be. Whats worse is, no one knows whats going to change or how it will be implemented, sounds like GW2 have no clue themselves and everyday they drag this out, which has been going on now for the best part of 3 weeks with no change in sight for at least another 2+ weeks, more and more people are quitting the game, leaving server merges one of the only possible options to balance servers.

No one likes servers merges, it indicates a failed product or a dying product. However, every game released lately in the past 4-5 years has resulted in server merges within the frist 6 months anyways, so seems like it is becoming a industry standard.

I agree with one thing here, except one thing:-

They cannot balance for every type of player, they will need to pick one group. Their options I can see are as follows:

-PvE crowd, this will probably be the majority of players, however it will require releasing new content weekly or monthly, constantly changing classes and abilities in order to keep people interested, essentially a themepark MMO.

Why I don’t think this would work: Because it would be directly competing with WoW which has a much higher pool of resources to develop from.

-SPvP crowd, likely minority of players, balance classes around group play and push game as an esport, would need an abundance of more spectator options for this to even be remotely possible.

Why I don’t think this would work: Minority of players, hard to push MMO’s as esports when competing with things like LoL and SC2, idk if quake and CS are still relevant I haven’t been paying enough attention to the scene. Also it has absolutely no synergy with PvE, it would essentially render PvE worthless or underdeveloped.

-WvW crowd, seems like a decent chunk of players but it does seem to be on the decrease, this is the only one I feel has any shot of giving this game a strong community in 5 years time, it synergises well with PvE, has no real competition on the market, all player types can and do currently enjoy it.

(edited by nofo.8469)

WvW has lots of room for improvement.

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Posted by: kitanas.3596

kitanas.3596

Is not gear progression effectively the same as character progression? they can both just increase stats/give skills(weapons).

As for long term power progression, areanet specifically said that they would not do so.

I wasn’t talking about the PVP title track. Look at the WVW achieves.

WvW has lots of room for improvement.

in Suggestions

Posted by: nofo.8469

nofo.8469

Is not gear progression effectively the same as character progression? they can both just increase stats/give skills(weapons).

As for long term power progression, areanet specifically said that they would not do so.

I wasn’t talking about the PVP title track. Look at the WVW achieves.

Titles are ok, not really a major issue either way, I’m aware you get different titles depending on how many people you kill in WvW, but if you decide not to show it? Your opponents have no idea your entire group has been destroying people in WvW since release.

Again, not a major issue and I don’t really care too much either way.

On gear, yes it can replace character progression quite easily, only problem is it would nullify doing any PvE content in this game assuming it shifts towards PvP as endgame focus.

Basically, character progression instead of gear progression allows for PvE to still be useful outside of farming money that’s the only real benefit of it aside from a feeling of permanence as your character gains power.

This game has neither though.

They don’t want to give us long term power progression? Pretty silly but ok, at least give players something to fight for outside of personal progression then.

WvW has lots of room for improvement.

in Suggestions

Posted by: kitanas.3596

kitanas.3596

Is not gear progression effectively the same as character progression? they can both just increase stats/give skills(weapons).

As for long term power progression, areanet specifically said that they would not do so.

I wasn’t talking about the PVP title track. Look at the WVW achieves.

Titles are ok, not really a major issue either way, I’m aware you get different titles depending on how many people you kill in WvW, but if you decide not to show it? Your opponents have no idea your entire group has been destroying people in WvW since release.

Again, not a major issue and I don’t really care too much either way.

On gear, yes it can replace character progression quite easily, only problem is it would nullify doing any PvE content in this game assuming it shifts towards PvP as endgame focus.

Basically, character progression instead of gear progression allows for PvE to still be useful outside of farming money that’s the only real benefit of it aside from a feeling of permanence as your character gains power.

This game has neither though.

They don’t want to give us long term power progression? Pretty silly but ok, at least give players something to fight for outside of personal progression then.

I guess my point is that gear progression is character progression, or at least a facet of it, and that grinding for better gear is the same as grinding for RR.

And as for why no power grind, Areanet asked themselves “is it fun to grind to stay competitive?” and came up with the answer “no”. if you have a finite progression system(one that caps out), what happens when players reach the end of it? as we see, they complain about the fact that there is no more progression to be had.

WvW has lots of room for improvement.

in Suggestions

Posted by: NatashaK.9418

NatashaK.9418

It’s really all about progression. I didn’t play DAoC. Warhammer progression was overpowered. I dont need this kind of advantage. Vanilla WoW gave a cosmetic title and you knew when you’d just killed someone of a certain rank because of the visuals. I want to see “Red Sergeant [xxx]” and get the visual feed back that I just killed a player of that rank. Aion was similar but it had the goofy issue of spending away your rank, which makes no sense.

This should unlock gear tiers of skins (and dyes or whatever). Let people cash out to crafting mats. Let people get different stat combinations than basic crafting ones (e.g. the ones available in sPvP or even others).

Show player cumulative and weekly accomplishments. Show guild ones with some reasonable scaling to avoid zerg guilds (e.g. only count the top 20 players).

WvW has lots of room for improvement.

in Suggestions

Posted by: nofo.8469

nofo.8469

Is not gear progression effectively the same as character progression? they can both just increase stats/give skills(weapons).

As for long term power progression, areanet specifically said that they would not do so.

I wasn’t talking about the PVP title track. Look at the WVW achieves.

Titles are ok, not really a major issue either way, I’m aware you get different titles depending on how many people you kill in WvW, but if you decide not to show it? Your opponents have no idea your entire group has been destroying people in WvW since release.

Again, not a major issue and I don’t really care too much either way.

On gear, yes it can replace character progression quite easily, only problem is it would nullify doing any PvE content in this game assuming it shifts towards PvP as endgame focus.

Basically, character progression instead of gear progression allows for PvE to still be useful outside of farming money that’s the only real benefit of it aside from a feeling of permanence as your character gains power.

This game has neither though.

They don’t want to give us long term power progression? Pretty silly but ok, at least give players something to fight for outside of personal progression then.

I guess my point is that gear progression is character progression, or at least a facet of it, and that grinding for better gear is the same as grinding for RR.

And as for why no power grind, Areanet asked themselves “is it fun to grind to stay competitive?” and came up with the answer “no”. if you have a finite progression system(one that caps out), what happens when players reach the end of it? as we see, they complain about the fact that there is no more progression to be had.

If PvP becomes a grind the game is not in good shape.

It should take literally years for players to reach the end of the grind, and even if they do they can still make points for their guild or themselves.

I agree with you on gear progression basically being character progression, all I’m saying is having gear progression in PvP makes PvE irrelevant.

The realm point system didn’t make characters hugely more powerful, you could reach the halfway mark (rank 5 essentially) within a week if you were good; however basically you could never reach the end because you would always be gaining RP for your guild and yourself to show you were the dominant ones on the server.

In addition the difference between an R12 and an R5 (rank 12 and 5 respectively) was relatively small, and for the average zergling in WvW would make absolutely no difference.

Character progression was part of it, but only a small part; its main purpose was to show which guilds and people were doing the best on their server.

Again if PvP ever becomes a grind, this game is not in a good place. Which it is already for a lot of people because they just follow the zerg around farming badges of honor and spamming ‘f’.

edit: Also another thing on the RP system, you gained 1 point every realm level you gained and you spent these on skills. The first few tiers of skill were cheap (3 or so) while the ones after that became vastly more expensive.

So in addition to it taking much longer to gain levels as you had to spend more points to get good returns.

(edited by nofo.8469)

WvW has lots of room for improvement.

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Posted by: nofo.8469

nofo.8469

It’s really all about progression. I didn’t play DAoC. Warhammer progression was overpowered. I dont need this kind of advantage. Vanilla WoW gave a cosmetic title and you knew when you’d just killed someone of a certain rank because of the visuals. I want to see “Red Sergeant [xxx]” and get the visual feed back that I just killed a player of that rank. Aion was similar but it had the goofy issue of spending away your rank, which makes no sense.

This should unlock gear tiers of skins (and dyes or whatever). Let people cash out to crafting mats. Let people get different stat combinations than basic crafting ones (e.g. the ones available in sPvP or even others).

Show player cumulative and weekly accomplishments. Show guild ones with some reasonable scaling to avoid zerg guilds (e.g. only count the top 20 players).

Warhammer was horribly done, this is why you think it was overpowered.

The rest of your post are good suggestions though

On guild number scaling, odds are if its a massive guild they going to be zerging everywhere, thus getting diminished points.

IIRC DAoC had a tab for highest avg RP per guild member though.

(edited by nofo.8469)

WvW has lots of room for improvement.

in Suggestions

Posted by: ChaoticWon.3476

ChaoticWon.3476

Gear progression is a facet of character progression- sorta like one half of it. DAoC had an expansion called “Trials of Atlantis” (TOA) which did just that. Instead of raising the level cap they added new gear that had to be worn to level up. To unlock its stats you would have to kill certain mobs per artifact you were unlocking. Man was my Scarab Vest a grind to unlock- others were not as bad :-)

The other half was Champion levels (or master levels cant remember), which by doing certain events would give certain abilities based on the path you chose to go down. Those abilities were not that big of a deal but could help in both PvE and PvP at times. This would be the second half of player progression.

Some people hated TOA and others liked it. I personally was one who liked it. My guild mates got their artifacts they wanted and we went out and unlocked them via grinding out the mobs needed to do so. We did the PvE grind for one reason and that was for getting better gear to PvP in and then go gain some more RP’s :-)

RP’s came from doing what we love- PvP! It was not a grind at all.

(edited by ChaoticWon.3476)

WvW has lots of room for improvement.

in Suggestions

Posted by: nofo.8469

nofo.8469

ToA wasn’t that bad, the dominance of caster groups was the only BS thing about it imo; being a hib meant that if you didn’t have bodyguard and you weren’t a caster or healer you didn’t get a (good) group.

I don’t really think endgame character progression is a priority at the moment, sure it would be nice and I hope arenanet implements some form of it eventually but I feel as though having something to lose from your server getting stomped in WvW is a far higher priority (something to gain as well)

I already mentioned how character progression through abilities could be done, but it could be done with gear as well however there are significant problems associated with it.

Gear through PvE means new content needs to be added.

Gear through PvP means PvE content is made trivial or unnecessary.

(edited by nofo.8469)

WvW has lots of room for improvement.

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Posted by: muylaetrix.2096

muylaetrix.2096

i am sure that something like the daoc realm rank system for w3 would increase the longvity of the game for me and probably for a lot of other people.

a system of 10 ranks where each rank costs double the amount of points of the previous one and where each rank grants an extra skill point could be a very basic and functional system that isn’t overpowered and allows for increase in cap without too much problems ( if you double the amount of points needed for each rank, then it would mean that going from rank 9 to rank 10, for 1 extra trait, takes slighly more points than going from 1 to 9 for a total of 9 points). i can’t see such a system getting unbalanced, but it would provide the proverbial carrot.

Muylaetrex, going bananas with [TDA] on Gandara
Camping a keep near you since 2001 !

WvW has lots of room for improvement.

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Posted by: nofo.8469

nofo.8469

i am sure that something like the daoc realm rank system for w3 would increase the longvity of the game for me and probably for a lot of other people.

a system of 10 ranks where each rank costs double the amount of points of the previous one and where each rank grants an extra skill point could be a very basic and functional system that isn’t overpowered and allows for increase in cap without too much problems ( if you double the amount of points needed for each rank, then it would mean that going from rank 9 to rank 10, for 1 extra trait, takes slighly more points than going from 1 to 9 for a total of 9 points). i can’t see such a system getting unbalanced, but it would provide the proverbial carrot.

Agreed, only problem I see is (assuming you meant trait points) these are currently quite useless. Well, they can be used to make some money on TP but thats about it.

I would really like an idea from ArenaNet on where they envision the PvP to be in this game in several years time.

WvW has lots of room for improvement.

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Posted by: Camagee.5391

Camagee.5391

Wvw needs some sort of realm points/ character progression….Things are getting very stale.

WvW has lots of room for improvement.

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Posted by: Meest.2748

Meest.2748

Agree with alternative progression system even if it’s all fluff. One of the problems is it’s really hard to get to know your server mates and especially your enemies. Standard titles/ranks and guild livery recognition. Really need something along the lines of Camelot Herald, would work great in this social networking time, where you can look up and see how others are doing. Community tools keeps the never ending fight going more than any grind.

WvW has lots of room for improvement.

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Posted by: muylaetrix.2096

muylaetrix.2096

“Agreed, only problem I see is (assuming you meant trait points) these are currently quite useless. Well, they can be used to make some money on TP but thats about it.”

no, i mean the sort of trait points of which you have 70 at level 80 and get to spread over 5 lines.

“I would really like an idea from ArenaNet on where they envision the PvP to be in this game in several years time.”

good question. especially with wvwvw.

Muylaetrex, going bananas with [TDA] on Gandara
Camping a keep near you since 2001 !

WvW has lots of room for improvement.

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Posted by: Stanley.3295

Stanley.3295

I hope Anet pays more attention and allocate more resources to WvW. So far there is a lack of dev posts on WvW changes.

WvW has lots of room for improvement.

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Posted by: nofo.8469

nofo.8469

I hope Anet pays more attention and allocate more resources to WvW. So far there is a lack of dev posts on WvW changes.

As do I, some form of idea on where they want to take this game would be really nice.

WvW has lots of room for improvement.

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Posted by: nofo.8469

nofo.8469

Server transfers need to be heavily restricted or stopped altogether, people being able to jump ship at any times removes a lot of server pride and desire to “fight” for that server because as it stands at the moment there is no cost to just saying eh this server sucks lets get out and join a server thats stomping everyone.

I would just like to update that its basically too late to do anything about this, as I’m sure the folks at blackgate/SBI and JQ have noticed.

WvW has lots of room for improvement.

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Posted by: BabelFish.7234

BabelFish.7234

I agree, WvW needs to be addressed relatively quickly, there’s some design flaws in the reward system there as well as the balancing of being outnumbered.

The badge drop rate is obscenely low which in turn promotes AoE classes and punishes other classes and support builds.

This creates a “gear grind” that Anet said they were avoiding.

Next the addition of puzzles to WvW isn’t healthy. This is largely because they detract from the combatants on the map.

Then you have the outmanned buff. How is additional exp, karma and gold going to even the teams? It doesn’t. Those bonuses should be for orbs and the stat bonuses should be for the outmanned buff. This would also help even out the night capping situation (which isn’t bad but it basically makes it impossible for people to play on non-peak hours for their server).

With these addressed simply fix the rendering bug and you have a generally good PvP mode that only suffers from 1 last fatal flaw: class viability, melee gets screwed in most scenarios which means 1200 range weapons vs 900 range weapons create imbalances if the said class doesn’t have access to longer range weapons.