Defense & Siege Rewards in WvWvW

Defense & Siege Rewards in WvWvW

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Posted by: Ajthewise.3067

Ajthewise.3067

Okay so I’ve come back to the game after about a year long break and have gotten really into WvW again yet I have noticed that there is a huge disparity in rewards for taking and defending points. This leads to a Zerg mentality and a k-train taking and losing points simply for the bags and karma. While there are karma rewards for defending there is no ability to get bags. The Guild I play with we all enjoy defending yet get a little discouraged when we don’t get as many rewards as those taking points yet do a vital job (in my opinion I know this will garner a lot of hate) in securing PPT.

It would be really nice to see some better and more substantial rewards for defense. This can be something like a Defenders bag which can scale depending on the size of the attack and the duration. This would mean that if orange swords don’t proc and someone defends the say tower (I’ll use this as my example from now on) we could get a rare defenders bag. Yet if Orange swords proc and the tower is defended we get an exotic defenders bag.

For the time aspect for each subsequent defend event that occurs the number of bags rewarded scales up. For example we defend for the first event we get 1 bag, yet the enemy is still attacking and we defend for the second event we get 3 bags or however many. I think it should scale at a constant rate to not get overwhelming when defending for long periods of time.

These are just rough ideas I’ve been working on though I do realise that EB isn’t designed the best for defending in enemy territory as you can siege from your keep stupidly easily which is an issue but I think this could draw people away from EB to the other borderlands. I would love to see some massive sieges on the keeps where you have 40 people defending against a large zerg.

As this system would reward defenders for holding out it would still only grant the single bag and karma to attackers. So to balance this out a siege attack event could start where it grants a reward for taking down defensive emplacements and killing defenders. This would prevent it from becoming a massive bag farm for both sides where neither side would try to take or drive off the attack so that they could continue to get bags. This could also be solved by giving a larger reward for taking or driving the attack off completely.

These are just some rough ideas. Any suggestions and discussion on this would be great as maybe we can improve WvW and get some awesome new battles out there.

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Posted by: Rangerdeity.5847

Rangerdeity.5847

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.

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Posted by: Nanyetah Elohi.4852

Nanyetah Elohi.4852

I think one of the things the zerg hates about defenders is we talk too much.

For the Toast!

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Posted by: briggah.7910

briggah.7910

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.

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Posted by: Scryeless.1924

Scryeless.1924

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.

SoS – Ele – Burn Me, Freeze Me, Blind Me, Pound Me — Wait…What?
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)

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Posted by: godofcows.2451

godofcows.2451

+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?

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Posted by: Herr der Friedhoefe.2490

Herr der Friedhoefe.2490

We’ve been asking for this since day one. Still nothing is done about reward defensive play.

My posts are facts as I know them, or my own opinion, and do not represent any guild.

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Posted by: kins.3294

kins.3294

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.

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Posted by: Coldtart.4785

Coldtart.4785

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.

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Posted by: kins.3294

kins.3294

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.

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Posted by: Ben K.6238

Ben K.6238

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)

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Posted by: Rangerdeity.5847

Rangerdeity.5847

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.