As it is now the most common tactic among all servers is: organize a zerg – make it run in circles. We conquer tower – we loose keep – we conquer keep – we loose tower – we conquer supply depot – and so on and so on. Why is it so? Why 95% of time no1 stays behind to defend that feshly taken fort? Why barelly anyone cares for the suplies to reach their destination? (that Dolyak is gonna get to its destination without my help anyway… propably… maybe…?) Mostly cuz of the reward system. When u’re a part of a zerg group u’re bound to come across enemy players which will propalby provide you with exp+karma+badges and gold+karma for completing / failing that siege event. On the other hand staying in the keep / tower is fruitless to you unless there’s actually an attack which u need to repel.
My idea is to for example add wolves/bears/centaurs/whatever randomly attacking your caravans on their route – so that when u’re protecting those you at least get little something for the time you’ve spentdoing this. As it stands now for protecting a caravan you get nothing… nothing unless it’s attacked by a opposing player. It seriously happens so rarelly most ppl find it not worth their time (which is ‘not as intended by devs’ I hope)
Other thing that I’d like to see is you being rewarded for helping to fortify a keep – for example your quartermaster will randomly encourage you to get ‘those suplies’ and go help workers build upgrade that just got bought, encourage you to repair broken wall / door / whatever, or simply order you to go to a specific location on the walls and check if there are any enemies around.
Simple – climatic – something that will make those places something more than empty shells that they are now – a place u don’t go to defend unless it’s already under attack.
These rewards should be tiny in gold – (similar to that for killing a caravan or even lesser) and normal in karma, yet with little to no exp included.
So… is this idea bizarre or do you guys think it would improve the state of war in WvWvW?
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