[Ark]-Ele
Add a personal progression sytem: AKA Ranks
[Ark]-Ele
/sign
Also miss some sort of ranking system for this type of PvP that is present in all other games I’ve ever PvPd.
[RED] Devona’s Rest
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[BSty][LARP]
This would just be another mindless grind unless there was ways for players to lose rank as well.
Personally I’d like an aion-like system where players gain rank points for killing other players, and lose rank points for dying, the amount gained/lost would depend (basically) on the ranks of both players.
After accumulating rank points, they can then use the rank points to purchase gears (skins), and start out from the bottom again.
“Commander” status should be awarded to those who accumulate rank points, but don’t spend them, with the top 10 (or whatever arbitrary number) players on each world automatically getting the “commander” sign above their heads when they enter WvW.
And of course, each player’s rank would be shown to the opponents. “Stormbluff Isle 5-Star Officer” “Jade Quarry Rank 1 Defender,” “Blackgate Commander” etc.
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(edited by Reikou.7068)
Well they could always do what WoW did originally (before all the xpacs). A system where if you don’t maintain a certain amount of "HK"’s per week of fighting you lost the rank. In this case it’d have to be far more aggressive so that you can’t just keep the rank based on showing up…possibly change the objectives for which you need to keep it, such as Defending X things, Taking X things, etc etc.
[RED] Devona’s Rest
All sound good, just need something reasonable to work for.
[Ark]-Ele
Adding commander to a rank based on kills would be a terrible idea.
Leading skills are not determined by how many kills you make.
You can be a great commander without killing anything, but by showing leadership, tactical intelligence and empathy.
The Aion system you mentioned does seem appealing to me, but it shouldn’t all be about killing. Defending, capturing, maybe even supplying should add to rank to a certain degree.
Another problem exists with losing rank when dieing. This doesn’t encourage people to fight when the odds are against them. Wich would make losing servers WvW map even more empty.
Not talking about adding the ability to be a commander based on rank, as that would piss everyone off that’s spent 100g. What were are talking about (and correct me if I’m wrong Shan) is a system that adds a little more “gratification” to being present in WvW a lot of the time and not basing that system purely on the killing of other players.
In the original wow system, a player had to get a certain amount of kills (honor points) every week in order to maintain the rank level. In order to advance they had to do more than the maintainence level. Of course the wow system also gave vendors that per rank you could get rank specific gear and each ranked gear looked a tad different (either complete mesh look or colorations). The highest rank was Grand Marshall (for ally, and forget the horde side one). There could only be “one” of that rank back then for each side.
A system that employed ranks with doing more than killing would be excellent and would give that “gratification” that people are looking for in WvW. But that system would have to be built in such a way that it would be difficult to exploit but yet be challenging and maintainable.
I also agree that 100g doesn’t make a commander, but their actions and wisdom on the battlefield. After all leaders lead, not follow, like I see so many ICON’s do.
[RED] Devona’s Rest
/sign
I love WvW, it’s actually my favorite part of the game. But I assume once I hit level 80 it will be much less appealing as I won’t have that constant stream of EXP coming my way.