We all know defending isn’t rewarding enough for people to care about doing it, and Anet agrees the reward need re-worked. The challenge is appropriately rewarding someone for effort and not just standing around.
What are your ideas to make defending more rewarding without rewarding people for nothing? I thought it would be nice to have a ‘tiered’ defense event system, with higher tiers having higher rewards based on the level of threat posed.
Tiered defense events:
1st tier – “Secure the tower/keep/camp”
Initiated by any damage to a gate, wall, guards, or siege upgrades.
Gray swords on map.
Lasts 30 seconds.
Does not contest WP’s.
Low reward.
This is the only defense event a camp has.
2nd tier – “Repel the enemy attackers!”
Initiated by a wall or gate taking more than 1,000 damage in a single attack (in other words, from siege).
White swords on map.
Lasts 2 minutes.
Contests WP’s.
Standard (current) reward + bonus WXP/Karma/XP for any enemy siege killed within range
3rd tier – “Save the tower/keep!”
Initiated when a gate or wall is destroyed.
Red swords on map.
Lasts 5 minutes.
Contests WP’s.
Increased magic find from enemies killed. Extra reward for successful event
Each tier event is cancelled out or “failed” when the next tier is activated, with a 5 second gap in between. Example the “Repel the attackers” event is active and the gate gets destroyed. “Repel the attackers” was failed, for 5 seconds the structure un-contests, and then “Save the tower/keep!” begins.
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