To elaborate on the title, I’ve done some WvW from time to time, but stand at a measly rank 75 for wxp. Some (or many ) of you are going to disregard my opinions because I’m far from super experienced in WvW, but I would argue that my opinion still matters. WvW needs old, new, and returning blood in order to survive.
I used to occasionally hop into WvW because it can be a lot of fun. However, I never really got into it because the plethora of potential tactical options for a team was overshadowed by the effectiveness of teaming up in massive zergs and capping undefended places for loot in a rotation that seemed more like player vs door than a combination of pvp and pve (with castles and siege weapons! both of which are freaking awesome!) with zergs only fighting each other when one could catch the other out for loot. That coupled with the (at the time) complete ineffectiveness of defending against a zerg at your objective with anything less than a good portion of your team meant zerg all day every day.
Let’s talk about the loot. From what I understand (feel free to correct me) it’s far from the best. And sometimes you’re just outmatched and your loot takes a hit. But the largest issue is how it’s distributed; you get the bulk of your gains from taking objectives and killing other players. This means the best thing to do loot-wise is take as much as you can with as little resistance as possible. Seems antithetical to the concept of mixing the best parts of PvE and PvP.
I recently got back into Guild Wars 2 (I found it extremely disappointing that an overall pretty casual game got turned into a hardcore grindfest in HoT) thanks to the SAB, and I find myself wanting to play more after I’m done with the SAB. Problem is that I don’t know how I want to play. Now I knew they buffed defense to be viable when HoT launched, but the desert borderlands are pretty terrible so I never got into it. I hear the alpine borderlands are being brought back and I get excited! A new golden age of WvW could be coming! I checked the forums to get the opinions of the veterans… and my hopes were shot down.
The long list of complaints on this forum are legitimate. I am not questioning the experience of the veterans, just providing a different perspective.
That being said, let’s talk about the current fuss over Arrow Carts. The overall complaint seems to be that they shut down anyone knocking on their gates/walls, thus lending even a small number of defenders a great deal of power. That’s excellent. They counter close-range attack, as was their design. They have their own counters though. They can be killed or simply circumvented using long-range weapons like catapults, ballista(has longer range I THINK?), and trebuchet. Also, if you outnumber the defenders, you’re in a considerably better position supply-wise, as you can build faster and even resupply as you attack.
“But Valt, it doesn’t matter if we take the objective if it takes that long! We lose out on so much potential loot!”
From what I can tell (and again feel free to offer dissenting arguments, I am only a noob) the way the loot is what makes arrow carts so powerful. When you build an arrow cart you are ruining someone else’s loot/day, and being on the receiving end is understandably upsetting. It’s also lose/lose. Either you can’t get in and take the tower/keep for loot, or you waste the time you’d spend on 3-5 other walled objectives stubbornly fighting.
Overall the WvW looting system seems to discourage actual fighting and encourage a “gotta go fast” mentality, where optimally 3 zergs rotate around the map taking objectives for loot as they come off righteous indignation.
Now that I’ve concluded that loot is the source of these problems, let’s collaborate and think of potential fixes. Instead of attacking the arrow cart, let’s attack the underlying issue.
Increase overall loot. It’s not going to break the economy, Silverwastes already does that. This will also make the next idea work far better.
Tie loot to world score instead of offensive strength. Bags dropped from players are fine, and can stay as is. Creatures too. But instead of getting the bulk of loot from killing lords and taking objectives, award piles of loot at the end of the tick based on your world’s overall (in all 4 zones, even if you’re putting effort into a losing borderland you’re still contributing to an overall team) number of controlled castles, keeps, towers, and camps at that time. A looting system like this would encourage not only offense, but defense, roaming, and supply esoirts. Obviously this would have to be coupled with some kind of system that will be able to tell if someone is participating (y/n, not stages like in the jungle) to keep people from getting loot from AFKing and leeching off the team’s effort.
I welcome all discussion on my perspective