(edited by Felisen.8190)
Goodbye 'Points', Hello 'Pride' [Points Disc.]
Sounds like a better way then it is now, you addressed the biggest complaint I have, which is night players winning games by playing 4 hours a night.
This will probably end up getting buried in the suggestions forum sadly.
My question is how does the system prevent ‘fixing’ such as trading for pride through deliberately prolonging an attack? Would I be right in assuming pride is not obtained for attacking unless it was a success? Or is it; Defence gets more pride for success/Attack gets less for failure and vice versa?
I prefer just eliminating match resets (once the server groupings have stabilized) so the battles are perpetual.
Then eliminate any sort of points system altogether. The focus becomes orb control (like relics were in DAoC).
This would of course require orb control bonuses to be reworked a bit to make them more attractive.
I like it. Or they could just eliminate any kind of point system so there isnt the feeling of omg were down by x amount of points, lets just give up. Instead it would be omg x server has all our stuff! Lets go get it back and regain dominance. However there could be an internal point system that Anet uses to match servers up and the end of the period, we just dont have to see it. So there would still be “top” WvW servers, but no one ever really wins or loses, just a constant fight for control of territory. And of course the all-powerful orbs of power.
I like it. Or they could just eliminate any kind of point system so there isnt the feeling of omg were down by x amount of points, lets just give up. Instead it would be omg x server has all our stuff! Lets go get it back and regain dominance. However there could be an internal point system that Anet uses to match servers up and the end of the period, we just dont have to see it. So there would still be “top” WvW servers, but no one ever really wins or loses, just a constant fight for control of territory.
My idea of eliminating any sort of points system was for exactly this reason.
Once the server groupings stabilize, there’s no need for the matchmaking system anymore, so the resets can be eliminated, too.
Even it it wasn’t used for scoring purposes, I’m always a fan of more statistics.
I would settle for a website that shows server stats. guildwars2.com/wvw/ehmrybay or something takes you to a website that shows:
- Enemy players killed in WvW
- Total WvW player deaths
- Total successful defense events
- Total things taken
- Total things lost
- Longest surviving structure
- Structure with the most kills in its vicinity
- Whatever else we can think of
You just can’t have too many neat stats to look at. Everyone should be able to go there and see something they contributed to. “Hey, 86 trebuchet kills today. A least 35 of those were from my trebuchet!”
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained
i find nothing wrong with the current system therefore i feel no need fo a “fix”
you lose you lose end of story nobody is sugar coating anything for you in this game and if they do and anet starts pandering to the crybabies, im out
Eredon Terrace {RUIN}
“I’m the one with the scary horned skull helm”
This will probably end up getting buried in the suggestions forum sadly.
My question is how does the system prevent ‘fixing’ such as trading for pride through deliberately prolonging an attack? Would I be right in assuming pride is not obtained for attacking unless it was a success? Or is it; Defence gets more pride for success/Attack gets less for failure and vice versa?
Hmmm, let me try to answer that, good question btw!
My idea would be that the defense gets pride the longer they spend, the more attackers there are, more supply they use, and the more siege they destroy; but would lose x% of it if they fail to defend (maybe even lose 0.25x% if an outer gate falls. On the other side, attackers would not get pride unless they capture the point. Thinking about it more though, it would be interesting to give small amounts of pride to attackers for destroying siege, maybe guards, and definitely a wall or outer gate. Just some thoughts…
i find nothing wrong with the current system therefore i feel no need fo a “fix”
you lose you lose end of story nobody is sugar coating anything for you in this game and if they do and anet starts pandering to the crybabies, im out
This idea, at least to me, is not meant to make everyone feel like a ‘winner’, but is to address issues of server timing or population imbalances; something I think a majority of players would argue is a problem. Thanks for the feedback!
so with this pride system. as long as my server is ahead,
we can tell our guild which makes up a huge part of the WvW that if the enemy attacks something, to not defend it at all because we want them to get very little reward for getting it..
and then we should take the opportunity to attack one of their defended structures and gain more pride overall because they tried to defend and we took it.. and they got next to nothing for taking ours, which we will roll back into and take back with a fight, just to earn more?
sounds like an easily manipulated system honestly
Swapping WvW objectives and immediately taking it back with a couple defenders (alts or guildies logged on) to maximize the time it takes/reward pride points would eventually be discovered and abused.
Basically, this is what the nighttime/off hour players would do since WvW doesn’t have a level limit.
It would actually probably make the off-hour players influence the overall outcome of the Pride scoring system far more than it does for the current countdown clock system.
TL;DR Too easy to manipulate.
You both bring up a couple of excellent points, thanks!
I think for this system to work, the idea would be: you attack a place to own it, but defend it to gain Pride. Meaning that slightly more of the points would need to come defending, rather than attacking. Now that doesn’t solve all the issues, but I think it helps to show what changes could be made.
:)
I at least want some system which shows your cumulative gains for the day, outside of your total aggregate score.
I think allowing servers to lose points for not holding their territory adds an awesome dynamic to world-PvP. That said, I don’t think it works in 24-hour matches because whomever goes to bed the earliest loses ALL of their points by the time they wake up.
We are not friends.
Why have points at all? All that does is lead to a win/lose mentality and make the (eventually) two week match-ups nothing more than extended “games”.
^^ that, exactly.
I vote for no continuous point build up at all too. even pride. How about something as simple as whomever hold SMC at the end of the battle time wins?
I honestly don’t think the points make too much of a difference. What I am reading the most in map chat is that when one server owns everything because of superior numbers, the few Mercs (guildless/small guilds) feel that all is lost and apathy sets in. The scoreboard widening the gap exacerbates the apathy but I dont think it is the primary cause. Having no chance to combat superior numbers is IMO the main cause, this is amplified by the winning servers camping the spawn points and setting up siege.
Again, I dont feel the apathy that many others get when this happens. I stick around for a few good fights, then go afk in Lions Arch for dinner, come back and farm Orichalcum in PvE and go to bed.
One solution I would love to see is Siege cannons/mortars set up at our spawn exits so we can clear the zergs that try to camp the spawn. If a server tries to treb into the
spawn, then the NPC spawns an Artillery Barrage on the offending treb.
Another solution could be to have undefended towers scale their NpC defence to the
size of the attackers zerg in a similar fashion to DEs. This would give the larger offpeak server more challenge rather than having a tower basically open its doors to them.
In this case, I saw an interesting suggestion from someone a few days ago that suggested that guards fall back to their remaining towers when the mal becomes totally dominated, If a server owns all but one keep on the map, that keep would have say 50% of the total map NPCs holding out in the final keep to muster a last stand situation. Making the final keep take more challenging to the attackers and take some of the Apathy away from the defenders that are being crushed.
Points is not what causes servers to give up. The other servers having nearly 100% of the entire map is what causes servers to give up. Most servers give up before the point differential is insurmountable, they are stopping once they have been beat back and hold almost nothing anymore. Pride instead of points would not change this at all, while adding the downside of silly things like not defending, or not attacking to deny the other side potential pride once you are ahead.
There really is nothing to be done to prevent servers from giving up. If they control nothing, people just arent going to try anymore until reset. The only thing that MIGHT help this is some sort of buff for the losing side that makes them stronger the less points they are holding on the maps. But that has flaws too and would seem quite unfair if it ever created a turn around that can pretty much solely be attributed to the losers being buffed ><.