Defensive-play rewards
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.
Nameless Inversion/Ascension/Evasion/Ruination/Impression/Perdition/Compassion/Tactician
Guild Wars 2 will be an amazing game when it’s finished. Compare Prophecies to EotN!
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.
then pve players get in and start upgrading useless upgrades, spending supply, and buying their ascended rings and then they go away.
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.
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.
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.
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…
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.
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.
Sorrow’s Furnace Commander
“You’re the mount, karka’s ride you instead, and thus they die happy!”-Colin Johanson
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)