Fixing WvW is simple
Off hour PPT will still have the same weight as primetime PPT, so I fail to see the “fixing”
Actually stomping and sentries (!) will actually become more valuable, maybe to the point that score is essentialy the sum of points in a team deathmatch.
Who wins in an unbalanced team deathmatch? You guessed it right.
Whiteside Ridge
Unless you think the world centres around you, we’re all someone’s off hour coverage.
I cannot speak for EU but matchups in NA should not be decided by ocx/sea/eu coverage.
Step 1: Points are only awarded for guild held keeps and towers.
Step 2: Holding those costs x amount of inf every 5 minutes.
Step 3: Guilds can increase the defenses of guild held keeps and towers based upon higher and higher inf per 5 minute costs.
Reinforced doors x cost
Reinforced walls x cost
More guards x cost
Cannons X Cost
Waypoints X Cost.
Time to build is removed. These items are improved at the time of purchase.
Dolyaks coming in will fill the supply point. Workers will repair the walls if there is supply slowly. Very slowly but they do it. Say a door is fixed over a 1 hr period. Maybe they do cannons over same.
Influence is now collectable in WvW.
This puts a time limit on everything, and gives guilds, big and small, a role to play in holding their and other borderlands. It also makes what to put on your tower or keep a strategy question.
Towers would be far cheaper to hold than the keeps, Garrison being the most expensive.
X no. of Guild merits can be used to buy upgrades for a 24 hr period.
That would be my solution.
Gates of Madness Community
DUI Co-Founder
(edited by Easterbunny.6170)
I cannot speak for EU but matchups in NA should not be decided by ocx/sea/eu coverage.
For EU, their off hours coverage is pretty much like the NA prime time hours. As for matchups, we can’t exclude any coverage just because someone decides they need to sleep. The game is meant to be playable 24/7.
Fixing WvW is simple (either/or)
-Adjust PPT tick to account for population disparity in real-time (AKA: Handicapping)
-Turn the score off completely (this will never happen but it is a solution for some)
-Shorten the match period (similar to EoTM) – I hate this idea, but only because I enjoy the week long matches while learning how the individual enemies/guilds play. I think the week-long match gives the chance of rivalries forming which is good for competitive play. (But makes blowouts more prevalent)
These are the best solutions that I have suggested or seen suggested in the last year.
I cannot speak for EU but matchups in NA should not be decided by ocx/sea/eu coverage.
Is this because they are stacked on one or two servers?
I cannot speak for EU but matchups in NA should not be decided by ocx/sea/eu coverage.
Is this because they are stacked on one or two servers?
Generally yes. For the NA region: It seems like the very hardcore players are mostly in the Top Tiers of WvW in NA, and the more casual and less intense players are in the lower servers and EotM. The population favors more relatively balanced match-ups as the fall of former T1 servers suggests. T1 provides the best opportunity and perception of relative balance.
Anyways, this is a complex problem and solutions require thinking in new ways than what was used in the initial design.
Guild Wars 2 needs a Public Beta Environment
(edited by buckeyecro.9614)
Nothing can be done to change the way ppt is calculated. The problem is ppt itself, and it’s perception.
PPT is meaningless. The rewards for “winning” in ppt are nothing. Zero. Occasionally getting a 4th iron ore when I mine? Hurray!
Moreover the ppt winner is generally determined by which server has the best coverage. No SEA coverage? No EU coverage? Well too bad cuz your enemy has a 60 man blob running around at 4am server time taking all your t3 towers and keeps.
Handicapping ppt or having it scale with population is something that has been suggested since beta, and is obviously something that anet will never implement. Which is a good thing.
If you want to compete in the ppt game, it is up to your server to recruit guilds to cover your weak spots.
The best thing anet can do is encourage server pop balance. This is something that came up constantly in the CDI and yet Anet never addressed it.
TLDR: The sooner you stop caring about ppt, the faster you will truly enjoy wvw.
Spirit of Faith [HOPE] – RIP
adjusting WvW PPT timer wouldn’t fix WvW.
reduce map cap by 50% and you’ll see it is slowly fixing itself…..
never been done before, what is there to afraid to test…? many others has been tested but all failed, try this one….
Archeage = Farmville with PK
adjusting WvW PPT timer wouldn’t fix WvW.
reduce map cap by 50% and you’ll see it is slowly fixing itself…..
never been done before, what is there to afraid to test…? many others has been tested but all failed, try this one….
Reducing map cap doesnt work at all, the blobs will go from 80people —> into 40, same problem
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
Or one way to fix things slightly maybe would be ALL servers will only recieve points from their fixed towers such as BL towers/keeps, their side of EB if they hold it, they will get no additional PPT from holding other peoples towers/keeps but will decrease their ppt. That way, the tick of one specific server is only limited by his own and they cant go over the top by ticking 695 at night.
And give ppt to kills, not stomp, but actualy kills. This way, the server with the stronger prime time would have the better chance, as the night capping servers wont be able to stack ppt while people sleep.
Best way to fix WvW isn’t changing PPT but merging servers.
There’s just way too many servers and the population is too spread out for there to be competitive WvW
Beastgate | Faerie Law
Currently residing on SBI
adjusting WvW PPT timer wouldn’t fix WvW.
reduce map cap by 50% and you’ll see it is slowly fixing itself…..
never been done before, what is there to afraid to test…? many others has been tested but all failed, try this one….
Reducing map cap doesnt work at all, the blobs will go from 80people —> into 40, same problem
who said 40.. ? make it 25 max per server per map…
Archeage = Farmville with PK
not to cap to a static number but soft cap around defenders population.
( suggested in numerous different threads)
will reduce zerging and solve off time capping.