Defense & Siege Rewards in WvWvW
I second this. I feel like I lose a lot of players when as a commander I come back to defend a tower or even the keep. If you are defend your garri against a 100 man attack for 3 hours you should get rewarded as a hero not soar fingers and exhaustion.
I think one of the things the zerg hates about defenders is we talk too much.
I second this. I feel like I lose a lot of players when as a commander I come back to defend a tower or even the keep. If you are defend your garri against a 100 man attack for 3 hours you should get rewarded as a hero not soar fingers and exhaustion.
Wow 100 men attacking for 3 hours.. That’s a lot of heavy loot bags right there from all those kills.
I second this. I feel like I lose a lot of players when as a commander I come back to defend a tower or even the keep. If you are defend your garri against a 100 man attack for 3 hours you should get rewarded as a hero not soar fingers and exhaustion.
Wow 100 men attacking for 3 hours.. That’s a lot of heavy loot bags right there from all those kills.
That would be a very large amount of loot bags.
Ranger, watching one player run by garri and tagging the door 100 times over 3 hours doesn’t count as defending against a 100 man attack. I’m joking, of course.
Rewards do need to be raised just a tad.
Warrior – The New Burninator! Strongbad would be so proud!
Guardian – Burn for you, heal for me, block for me and uh…sorry Im all out of gifts.
(edited by Scryeless.1924)
+1. incrementing amount might be too big but idea about reward per timer factoring in enemy size , i like. imo, issue about garri tagged by one guy resulting in rewards is not an issue with the proposed rewarding system but rather an issue that one guy tagging 1-2-3 hits on a door or something else can already trigger swords and have so much power shutting down entire waypoints. but then again, aren’t swords supposed to go away soon in a future patch?
We’ve been asking for this since day one. Still nothing is done about reward defensive play.
When will you guys learn that Anet really does not care about WvW, and that any update you might think of to improve WvW falls on deaf ears.
Anet will NEVER EVER update WvW.
There should be open field, strategic objectives similar to what’s in eotm so that ppt play in general, defending included, revolves more around actually fighting players and less around fighting doors and siege.
There should be open field, strategic objectives similar to what’s in eotm so that ppt play in general, defending included, revolves more around actually fighting players and less around fighting doors and siege.
Never going to happen buddy, be happy with what you have now.
Well, if EotM revolved around fighting players it’d make a more compelling study. Right now it revolves around the middle; let never the three servers meet.
I struggle to come up with any ideas for how to improve the karma train tendencies of WvW without making it boring for someone. One of the greatest battles I’ve ever seen was a three-way fight over a SW borderland tower involving 6-7 trebuchets, several ballistas and arrow carts, and 8 hours of trying to wrest control from JQ.
Problem was, that was in the beta. Because matches were so short and we were waiting at least a week between them, fighting like that made sense. People weren’t bored of siege warfare yet. These days if a force gets repelled on the first attempt they give up and attack something else more often than not, and heaven forbid they need to think about building countersiege ballistas, ACs or trebuchets.
It would be nice, I suppose, if commanders had to think about strategically dismantling a defense again, by making it more rewarding to defend and perhaps by allowing a small number of players to still mount an effective defense. But I’m not sure I’d want to do it in the current WvW maps – honestly, they don’t have the soul to make it compelling. The territory you can conquer just feels like a large arena.
Now, if it were a battle over Ebonhawke I could get into it. If holding stuff overnight was possible, and felt worthwhile to the players involved… and if it wasn’t so boring between battles.
It’s the last one where I’m stuck. I play with a group who’s quite capable of making a fort a nightmare to capture, but I can’t for the life of me think of any way to make us want to stay on the map when there’s just nothing going on, no matter how good the rewards are. I’m leaning towards suggesting automated scouts / sentries / radar as a solution instead.
(edited by Ben K.6238)
I second this. I feel like I lose a lot of players when as a commander I come back to defend a tower or even the keep. If you are defend your garri against a 100 man attack for 3 hours you should get rewarded as a hero not soar fingers and exhaustion.
Wow 100 men attacking for 3 hours.. That’s a lot of heavy loot bags right there from all those kills.
Not really dont get me wrong you get a bunch but most of them are trash anyway. But since they are constantly retreating and blasting waterfields you dont get very many actual kills. I dont know if you have ever participated in a fight like this but its a lot of siege and counter siege to prevent them from getting gates/walls down. They paint the walls we paint the ground anyone who goes down gets rezzed.