Easy QoL improvements

Easy QoL improvements

in WvW

Posted by: nacario.9417

nacario.9417

Heres some thoughts I’ve had that could make WvW more meaningful and rewarding:

- Increase all health points on gates and walls so that any keep, tower etc. cant be captured as easily. How frustrating isnt it to spend hours upgrading your base, only to see it easily taken by a small force who “auto attacked” the gate? It would make more sense to make gates and wall strong and give you that sense of “security”, despite the amount of players you have defending. Make the attackers actually having to work for their assault, which would make both sides care more about the facility that they can lose or took control over.

- Gates can only be taken down with siege weapons. Make more people actually want to pick up / use the siege systems in game. This makes it more complex rather than running in a large force, hammering the gates down with class skills. It’s also shame to see the defenses such as cannons build walls go down as quickly, there should be more incentive: do more damage, be harder to take down.

- In light of above changes one could also take a look at the systems implemented for defenders, ways to make it worth defending a keep (while you’re preparing/building, while you’re stationed on guard).
A siege shouldn’t be over in a minute or two, attackers should have to work harder to take a base regardless of defending force, while both sides should be more rewarded in their tasks. A siege should be an ongoing, lasting effort.

These are just a few ideas, WvW is a great concept, but some of the current game systems needs tweaking. As you can see in the examples this doesnt take much work, all it needs is to alter some numbers, you dont have to add new stuff.

Power Ranger PvP
I used to be a power ranger, now not sure anymore

(edited by nacario.9417)

Easy QoL improvements

in WvW

Posted by: obastable.5231

obastable.5231

if the reward was the same for defending as it was for capping people might actually defend more. cap something and you get karma, wxp, xp, money, ascended crafting mats, badges, and champ bags (chance at exotics and fancy things).

defend something and you get some karma, xp, wxp.

see why no one defends (other than yaks bend)?

probably not easy to implement, but i always thought it’d be nice if you could set a default value on your preferred play style and be rewarded appropriately.

ie: offensive, defensive, scrim

offensive: your rewards are scaled appropriately up for caps, yaks, offensive siege usage and scaled DOWN for player kills and defending.

defensive: opposite of above obviously – rewarded higher for escorts, upgrades, and defending, less reward for attacking and player kills.

scrim: rewarded more for player kills, less reward for capping or defending.

let us toggle between these 3 at least for individual rewards. there’s really no reason not to, and it would encourage people to do something other than karma train.

Hello Kitty Krewe
“Sentio aliquos togatos contra me conspirare!”

Easy QoL improvements

in WvW

Posted by: Sirbeaumerdier.3740

Sirbeaumerdier.3740

if the reward was the same for defending as it was for capping people might actually defend more. cap something and you get karma, wxp, xp, money, ascended crafting mats, badges, and champ bags (chance at exotics and fancy things).

defend something and you get some karma, xp, wxp.

see why no one defends (other than yaks bend)?

probably not easy to implement, but i always thought it’d be nice if you could set a default value on your preferred play style and be rewarded appropriately.

ie: offensive, defensive, scrim

offensive: your rewards are scaled appropriately up for caps, yaks, offensive siege usage and scaled DOWN for player kills and defending.

defensive: opposite of above obviously – rewarded higher for escorts, upgrades, and defending, less reward for attacking and player kills.

scrim: rewarded more for player kills, less reward for capping or defending.

let us toggle between these 3 at least for individual rewards. there’s really no reason not to, and it would encourage people to do something other than karma train.

Rewarding scrimage more in WvW would be absurd in a game that is clearly of the conquest type. We already have enough side-liners who don’t want to do the menial jobs in WvW without providing them even more options not to. Specially if said side-liners only incentive lies with loot, xp and karma. I, for one, defend and I’m not from YB. Defending can be fun too.

As for the suggestions above, I think they are quite good, easy to apply and reasonable.

Easy QoL improvements

in WvW

Posted by: Straegen.2938

Straegen.2938

Look you got colored commander tags and ANet WvW devs are surely exhausted from such a lengthy change. I think they would appreciate it if you would please back off the requests for a while.

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

Easy QoL improvements

in WvW

Posted by: nekretaal.6485

nekretaal.6485

How about a “back door” second entrance to towers. That way you don’t have to cross a blob of red circles just to get inside an attacked keep.

#24 leaderboard rank North America.