(edited by Zeph.1260)
WvW suggestion
make it personal for a guild to own something.
and the servers may start to create roles for the guilds that is visible to the more casuals.
level the concept and fix some of the rendering and culling things as well.
<snip>they are whining for “rewards” and this and that… but the answer is actually just the “feeling” of accomplishment in such battles not necessarily accumilation of rewards. but rewards do try to explain the feeling behind this concept. <snip>
Sorry, gonna have to disagree with you there, if I am spending my gold on upgrades, siege and repair bills then I want more of a reward than a ‘feeling of accomplishment’.
My guild runs around in a 5 man group all the time, avoids the zergs, picks fights, looks for smaller fights. We love it. No one is making you roam with the buffalo.
Just throw in the old motive from competing:
– Pride:
- Guilds will be more active if they have a ranked system. (dunno,produced influence from WvW week, captured points, etc etc).
- This is valid for players too.
Also:
- Fix WvW bugs. (Culling is the top priority).
- Set anti-zerging mechanics (limit the amount of people per portal, increase the 5 ppl max AoE hitting targets).
- Adjust the outmanned buff to balance the game when really outmanned. (Max supplies amount, less upgrading cost, more supllies per dolyaks)
- Stop Free transfers to Easy servers. Set price transfers (gems or cash) by tiers (where higher tiers, means higher transfer fees and tiers 7, 8 and 9 being free).
These would help a lot…
Feeling of accomplishment starts to mean little when you have empty pockets and nothing to show for it. Even athletes have trophies as proof of their hard work. WvW is far too casual of an experience. My guild and I went hardcore since launch and now our numbers dwindle because of this. About 1000+ players(created multiple guilds) and now I barely see 20 online at once. There is not enough depth in strategy and no rewards for putting long hours into a match.
The ONLY difference between server tiers is the increase of the zerg size and night coverage. Zerg > All strategy you can think of. SM was the hardest place to just zerg, but even that is casual now(change of lord position).
Golem rushes, Catapult wall chewing, Ram blitzes all make zergs far too efficient. Not to mention a zerg makes cannons and burning oil completely useless. Why isn’t burning oil instant kill? Why are cannon users not protected from AoE Spam? If Anet slowed down zergs, they would become less efficient. This is all just the tip of the iceberg though.
They promoted WvW as if it was a main focus. However, you start to realize it’s not something you can take seriously currently. The culling issue makes matters even worst.
(edited by Akumu.7238)
Sorry, gonna have to disagree with you there, if I am spending my gold on upgrades, siege and repair bills then I want more of a reward than a ‘feeling of accomplishment’.
my focus wasnt really about lowering the rewards.
but making them synergistic with guild perks that would encourage defense especially during a servers non peak time.
something that would make more epic battles.. even when done on small scale.
currently THERE IS more “reward” (not actual ingame loot) to zerging than more strategic play because its more effective but it is not more enjoyable 90% of the time for 90% of the players.
i like wvw.. but doing something to spread it out some would make the whole place seem more alive
and wed have less “culling” issues and lag type issues overall..
the whining about rewards… may have been called for.. but it wasnt the root of the issue
;)
(edited by Zeph.1260)
my point is causing there to be pride in Owning this tower or base.
for example our guild can use this waypoint… with this guild waypoint being less costly initially
I think it would cause the battles to become a little more competitive inter-server, but not so much as to affect the overall goal of winning vs server 2 and server 3
which would mean protecting “your guild” waypoint might become a little more prominant
just enough to split the culling and lag issues
even though zerging would still happen in complete face roll matches of uneven servers… it would be less so in servers that were closely matched.
this was my idea
no the “whining” remark was to get your attention… rewards and loot is cool
XD
My guild runs around in a 5 man group all the time, avoids the zergs, picks fights, looks for smaller fights. We love it. No one is making you roam with the buffalo.
thats a good thing… but the game doesnt reward for this.
nor is it exactly setup for this too be altogether natural.
and if the other team has buffaloED… your going to have a hard time taking things in a 5 man group
maybe not always
just because some good guilds do it…. doesnt mean with some smart changes it wouldnt become more evenly distrubeted.
i mean it only takes 5 -8 to take a tower but it isnt going to happen if the great white buffalo sees a sword X on the map..
but if its all split up wed see small epic battles more often.
whether my idea is the right one to accomplish this i doubt…. but discouraging 80 man zergs has got to be a feasible goal to make the whole map more alive with battles
and more smaller battles gives a sense of accomplishment even to casuals… which would be good all around.
better ideas are welcome…
i hear plenty of splits and ganks and the like… but its a strange occurance when zergs meet… one that isnt even remotely manageable
culling is bad but necessary… but its impossible in ZvZ