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)