Earning World Experience Concerns
I dunno. I’m still going to go after players for loot and badges and World XP. A keep standoff will really be a gold mine in that regard I would think.
You bring up fair concerns though which is why they also said in this interview they are slow rolling out the changes piece by piece. And in other interviews its clear they understand how the meta game evolves and I think they’re going to give us this little bit of WvW progression and see what happens.
[KAOS] of Anvil Rock
I let others PvDoor
I go kill players and get loot so I wont really care.
So many guild ll xfer to EU from NA and vice versa to lvl up those new rank with PVD only late at night……..
QUIT- RETIRED
Devil’s advocate here: damage done instead of just getting a tag would totally discount the contributions of support players and encourage everyone to play glass cannons with AoE abilities since those will do the most damage. Guardians and other support classes already struggle enough to get tags and loot. Basing the World XP off of damage done with no benefits for support classes getting a tag would be even more negative as it would pigeonhole people into high dps builds.
A better option would be reduce the World XP on a kill dynamically based on how many players tagged that kill.
Riven – [KnT] GM – http://KnightGaming.enjin.com
Commander – Grand General of Blackgate
Also, I wouldn’t be surprised if Arena is taking the same approach to World XP as they do with regular XP. By that I mean, I would imagine World XP is going to flow pretty nicely no matter which type of warfare you participate in. I would hope they’re making it more about how you tailor yourself with the WvW abilities not how much World XP per hour you’re getting. Given that they’ve been pretty consistent with this sort of approach throughout the game, I’m not too concerned about it.
[KAOS] of Anvil Rock
Devil’s advocate here: damage done instead of just getting a tag would totally discount the contributions of support players and encourage everyone to play glass cannons with AoE abilities since those will do the most damage. Guardians and other support classes already struggle enough to get tags and loot. Basing the World XP off of damage done with no benefits for support classes getting a tag would be even more negative as it would pigeonhole people into high dps builds.
A better option would be reduce the World XP on a kill dynamically based on how many players tagged that kill.
Well if they do it like DAOC did then support players would have no problem because the damage done per kill for its exp is still divided up amonst the GROUP… not the zerg. This is why you would see alot of groups roaming around. even being grouped in the zerg, support keeps the glass canaons alive so they can kill, and earn the group exp
ex.. solo kill 1000 exp, group 5 kills a solo they each get 200, group 5 kills a group of 5 they get 200 X 5 for 1000. your in a zerg and land 2 hits while the zerg kills them, you get like only 8 exp.
(edited by Pirhana.8935)
They don’t necessarily have to base it on damage done. They can base it on how many attackers participate in the kill. One point of damage is the same as 10k but you’d still want to be in a smaller group to get larger shares of exp.
The key is to not allow zergs to get the same amount per kill as smaller groups. If it’s a flat rate for every kill then it’s doomed from the start. Smaller groups have to be able to get a larger piece of the exp pie.
Malzerius – Thief
Dark Covenant (SBI)
It doesn’t even have to be off damage done or not include events. All it has to do is be a static number that gets divided by the amount of people who contribute.
Example, player a is rank 1 and worth 100 wexp, he is killed by a team of 5 only 2 people do damage but since its a team they split the xp, each person gets 20. Now player A is haveing a bad night and gets run over by the Zerg. Only three people do damage but each of those people is in a different group and the xp now gets split 15 ways so everyone gets about 7 xp.
Same can be done with events. Just scale the xp reward to be more in line with the amount of people it should take to claim the objective 2 for road guard 5 for supply camp 20 for tower etc. add a bonus for enemy players being in the area so defending (which rewards you several times during a siege) has a purpose and also adds a little extra to you if you take a defended point and bam. Decent system.
If you go to the thread I started I already asked how this system is going to work so hopefully it gets an answer.
It was 2 vs 20 but its ok we got’em both!
I was also of the opinion that exp should be split and I still am. But then a thought struck me. If wvw isnt already filled with them, it will be even more so; perma stealth thieves.
Everybody is going to roam as a permastealth thief to win 1v1s and farm that exp. Not sure what that will do for the gameplay, though I cant imagine it will be a positive thing.
GW1 Rank 1 – 2 Gold Capes – [sC] [sup]
Damage done gets you more contrib? We have glass cannon aoe wars.. wheres the fun in that. More to the point, look at the rest of the way the game is designed, they are encouraging interacting with other players – does it encourage zerg? a little bit perhaps – this is where score comes in. Bit it would change the philosophy of the game.
It is good that it’s being done by both kills and objective events, as it means you don’t prioritise one over the other. Hey do you know what would give the best XP? DEFENDING AN OBJECTIVE. You get kill XP AND event xp. Far better than just keep trading.
Keep trading also goes completely against the main aspect of WvW: Score. So any servers doing that en masse gl! And we all know that Ego is the main driving force here so I can’t see too many dropping their tiers for that.
This is exactly one of the reasons I didn’t want progression introduced to begin with, hell one of the things that drew me to GW2 was the lack of it. People just take the path of least resistance and ignore teamplay completely. People always say if you don’t put a ‘carrot’ in then players quit, whereas I find that with a carrot players grind like crazy then quit cos theres no carrot left. If it’s not there to begin with then sure you lose some at the start, but the players who stay stay for a long time.
Lastly, this isn’t DAOC. Will everyone stop saying make it like DAOC ¬.¬
Currently @ Piken Square
Small scale unimpressive videos of unimpressiveness: http://www.youtube.com/neandramathal
But not having a progression for people that do not usually play times that have players online a lot creates a boring task late night. I for one play wierd hours where sometimes there is people online and then i find myself one of maybe 5 in a bl. To have a progression will create people to continue to have fun even solo.
DAoC was far ahead of its time and i think companies should look at what they did to create soo many players wanting something more like that in todays pvp/wvw/rvr world of gaming then WoW arenas.