Introduction
WvW is stagnant, server pride is on the fall, every day it’s zerg after zerg. The “Holy Kitten this is awesome moments” are few and far between, however in my opinion, when I get that feeling, it is usually because we are defending. However there is no incentive to do so. In this document I want to put forward my proposal to the developers at ANet in a form they will hopefully recognise.
Background
There is no incentive to defend, therefore no one defends, if you do defend your the guy who has to sit at the back serving as a scout for a keep/tower, if you get a few people together and play excellently with siege you get a peasly reward for repelling the invaders, that’s no where near what the rest of the people on your team are getting from fighting out in the field.
The solutions presented are purposefully simple and based on the current system to reduce time that developers needs to spend on changes and to make them a more realistic possibility.
Problem Breakdown
1) No incentive to defend
2) Rewards for defending are inadequate
Proposed Solutions
Numbers are for example purposes only
1) Upgraded towers/keeps give more warscore
Example
A basic tower gives 10 warscore, tier 1 should give 15, tier 2 should give 20 and tier 3 should give 25.
Keeps can follow a similar pattern, as can Stonemist.
2) Defenders should be rewarded equally to attackers
Defending rewards should be proportionate to how long the siege has gone on for and track how long the individual player has been participating in the fight for.
Example
Case 1:
A player has been defending a keep for 10 minutes, have constantly been in combat they finally rout the enemy and the repel invaders reward triggers. They get a champion loot bag + 10 silver.
Case 2:
A player arrives halfway through and is there for 5 minutes, however they spend 1 minute salvaging items and using the trading post before they dive into the fight (for 4 minutes). They get a champion loot bag + 4 silver.
Case 3:
A player is afking inside the keep and never enters combat or using any supply. They get nothing.
Case 4:
A player helps defend a keep for 3 minutes but leaves before the siege is finished and run across the map to attack another tower, They receive no loot bag but still get 3 silver.
Solution justification
By changing upgraded keeps/towers to be more valuable you give more of an incentive to defend them.
Then you reward the players who are defending them by the amount of time they put into it.
Also the systems to implement these changes are already in the game. The value of keeps/towers just needs to be changed when adding to the warscore and a time tracker to be added when defending.
Developer Guidance
Disclaimer: I’ve never seen the GW2 source code so I base this of my own programming knowledge and how I would tackle the problem, and is included to show how simple these changes would be to implement. Also apologies for no indentation in the psudocode, I couldn’t figure out how to do it.
When warscore is added to the total every 15 minutes I assume there is a check in place along the lines of:
Loop through 3 teams {
Loop through all capturable points
If current point is under teams control {
add 10/25 to teams warscore
}
}
}
This can be changed so a check is in place to make the amount added to warscore a variable depending on the tier of the keep/tower.
Loop through 3 teams {
Loop through all capturable points {
If current point is under teams control {
x = point tier level
add x to teams warscore
}
}
}
With regards to defending rewards, When a ‘keep is under attack’ triggers and a player enters combat/uses supply in a keep radius, an internal timer should start on the player that is used when the current repel invaders reward is given out.
The timer should pause when the player is out of combat or outside of the ‘defence radius’ of the keep. The repel invaders reward can then be changed to make it dynamic and use the timer to give appropriate rewards based on participation levels.
Conclusion
While these changes may not fix every aspect of WvW as a whole, I feel it tackles a key issue and would be a significant improvement over what we have now. Which would infuse it with new life and get people wanting to play again, to take part in those drawn out, epic siege fights and finally be rewarded for their efforts.
I look forward to what the community thinks of this proposal and would be willing to update sections with well thought out and presented changes.