An idea to make roaming more rewarding

An idea to make roaming more rewarding

in WvW

Posted by: Legendofzelda.1278

Legendofzelda.1278

So I am not sure how well this would work or how well it can be done.

I had the idea. They could change rewards in wvw to increase or be normal depending on how many allies are around, and enemies compared to allies. Like if you are solo roaming and you are outnumbered and kill another player solo it would increase rewards. being lowered per ally near by, but not by too much of course. of course increasing the rewards all together would be good.

so I wanted to put the idea out see if people could come up with a better idea or make the idea better/add to it. and of course try to make roaming rewarding

An idea to make roaming more rewarding

in WvW

Posted by: Sviel.7493

Sviel.7493

I don’t want to get yelled at for walking by and accidentally reducing someone’s rewards. This also increases the incentive for players to avoid helping each other.

That said, I don’t have any ideas off the top of my head. I want to see some other problems addressed (scoring visibility, for one) before I can really tackle how best to do this.

An idea to make roaming more rewarding

in WvW

Posted by: sephiroth.4217

sephiroth.4217

People need to unlock elites, roaming doesn’t provide that and roaming on a base class build you will get rekt by people running Elite builds, also if you run elite builds you end up ganking base builds.

I dunno tho, roaming to me the reward was the fights, getting into fights with equally skilled/levelled players.

I mostly play for the new Free-For-All arena in PvP lobby.
….. And Elementalist.

An idea to make roaming more rewarding

in WvW

Posted by: FogLeg.9354

FogLeg.9354

This is complicated issue and not only about solo roaming. If implemented properly rewards based on players on both sides could help to avoid forming zergs and running around in big blobs only.

However, even the technical aspects can be challenging. For example, what is “near by”? If your large allies group draw away half the enemy group and fight them behind the wall, while you kill some solo enemies, is that solo fight or was it part of larger battle?

There is also problem that once your allies “reduce” rewards you potentially gain, you may start to actively hush away allied players. It is easy to forget in GW2, where even in PvE anyone running by can help you fight monsters, there is still pile of games using mob-tagging and in those games all other players are to be avoided.