Defensive-play rewards

Defensive-play rewards

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Posted by: Enola B Twenty Nine.2631

Enola B Twenty Nine.2631

As my play times are quite eratic and I can’t always know that I am going to be able to set aside 1 to 3 hours at a time, I usually find zergs when I am on.
Recently I am getting annoyed with zerging as they don’t seem to have much point in the overall war. Once they attack they move off and the enemy just often retake a while later.

So, I have started to spend time in the back lines upgrading.
Is it just me not noticing it, or do the rewards for adding seige equipment and upgrading non existent for ranking? Really, I don’ t want normal XP… that is just a slap in the face for the gold, karma and time I have spent.
Am I not upgrading enough, or doing something incorrect, but the rewards for upgrading seem really crap?

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Posted by: ESKan.6782

ESKan.6782

I really would like to do the same since it would help my server immensely, but upgrading things just costs so much money. This and also the lack of rewards make me see why the zerg-mentality exists.

[PD] – Far Shiverpeaks.
Nameless Inversion/Ascension/Evasion/Ruination/Impression/Perdition/Compassion/Tactician
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Posted by: ikiturso.4026

ikiturso.4026

Defensive play reward is kitten. This problem known from beta and not changes made. When you repel the enemy u might get bronze achievement with no reason and get 48 copper! Horraay! just put few g on that tower! Defending big zerg should give half of taking the keep/tower. Repairing should give 5 -10 points not meager 1.

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Posted by: PetricaKerempuh.7958

PetricaKerempuh.7958

then pve players get in and start upgrading useless upgrades, spending supply, and buying their ascended rings and then they go away.

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Posted by: Ping.5739

Ping.5739

nope, you get nothing, and it will probably hard for anet to decide what the reward will be.

I won’t expect any change coming soon.

This useless bar doesn’t make you awesome. However, stuff above does.

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Posted by: Mif.3471

Mif.3471

start upgrading useless upgrades, spending supply

That’s a different issue, which also needs to be addressed.

Upgrade paths need choices removed and made linear, and supply depots holdings need to be separated for players and upgrades.

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Posted by: Enola B Twenty Nine.2631

Enola B Twenty Nine.2631

Ok, so I am not missing something then. This is crap indeed
It would be nice to hear from the developers to know if there is a possible change being thought of in the future.

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Posted by: PetricaKerempuh.7958

PetricaKerempuh.7958

ok, guys… look at it this way.

you spend your morning upgrading and spending cash for upgrades and so on…

in the afternoon there is gonna be t3 stuff all over the place, and commanders are gonna be defending those fiercely… there will also be longer reaction times to get from one attacked spot to other. this means more loot bags…

i upgrade also and im never loosing money…

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Posted by: slingblade.1437

slingblade.1437

start upgrading useless upgrades, spending supply

That’s a different issue, which also needs to be addressed.

Upgrade paths need choices removed and made linear, and supply depots holdings need to be separated for players and upgrades.

Problem is, there are reasons to choose certain upgrades at certain times, depending on circumstances. Also, there are times when it’s better to wait before queuing an upgrade, such as when supplies are low.

Maybe a better solution would be to make upgrading not cost money. Rather than add a reward, remove the punishment.

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Posted by: EnemyCrusher.7324

EnemyCrusher.7324

I agree wholeheartedly. If ordering an upgrade would just reward 100 wxp or something, players would actually have some incentive to do it rather than hope someone else does.

Light of Honor [Lite] – Founder / Warmaster
Sorrow’s Furnace Commander
“You’re the mount, karka’s ride you instead, and thus they die happy!”-Colin Johanson

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Posted by: Belenwyn.8674

Belenwyn.8674

Maybe Arenanet should convert the upgrades in a more active procedure and not so passive as it is now. For the doors or walls for example a certain amount of Dolyaks have to reach the object (rewarding players involved into it). Then you have to take supply from the stock in the object and build the door wall actively (rewarding players involved into). Each single step of the upgrade should be an event with rewards for the participants. When the upgrade is finished the world should be rewarded with points as well – maybe 10 -200 regarding the difficulty of the upgrade.

(edited by Belenwyn.8674)