Explain what changes to Borderlands needed
The mechanic of how you win a match would need to change. At this point fighting does not win matches. Playing ppt is what wins. You get ppt primarily by capturing enemy towers, keeps, camps, sentries, etc not by fighting other players. And that is why pvd is a thing
Well there’s going to be a million (or two) explanations so asking that question never works.
Anyway, for me its always been quite simple since pretty much the launch of the game: Scale rewards according to activity and how much population there is in that specific area. Keeps defended by NO ONE should not give max ppt.
Basicly, there should be a frontline where the ppt matter alot. When 50vs50 fight for even the smallest of keeps, that is considered “high value” and a ppt tick for such a keep would be significant – both for defenders if they defend it and attackers if they take it.
Keeps that are not contested should be in dormant, low ppt mode. Having them is still a point advantage, but not equal to the keeps that are actively fought over.
The main point of this is to try and balance out high and low activity, unlike now when its all equal everywhere. During nights, if for example all borders are totally empty but EB is full and active… EB would matter 10x more for ppt income.
TBH I have wondered why Anet hasnt “solved” this the simple and dirty way – zone scaling. When there is a low amount of people on a border and room on the other borders… Shut it down. Completely. No ppt from that border whatsoever, you cant even join it. Its greyed out until the border “above it” reach 80%+ population. It would of course start with EB and then trickle down.
It would accomplish a similar thing as reward scaling, but is much simpler to do in the engine. The most “complicated” change would be to move some of the border specific merchants to EB, because the borders may not always be active.
But whatevs, we’re stuck with it. Here’s hoping to Anet having great plans for Guild Wars 3.
(edited by Dawdler.8521)