How to make "defending" more important.

How to make "defending" more important.

in WvW

Posted by: pierwola.9602

pierwola.9602

War score
WvW matches take place across four maps each containing four different types of structures. Every 15 (change it to 2h)minutes, the structures controlled by each world are totalled and added to that world’s cumulative score. …

Rewards
Every 2h player receive reward (mail) for “successful” participation in siege. Player does not receive any reward if his world lost that Structures before the score tick (2h)

How to make "defending" more important.

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Posted by: frans.8092

frans.8092

Mail? I think that would become counter-productive very fast

How to make "defending" more important.

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Posted by: pierwola.9602

pierwola.9602

Mail? I think that would become counter-productive very fast

What’s wrong with 1 mail every 2h ?

How to make "defending" more important.

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Posted by: frans.8092

frans.8092

It’s completely unnecessary, it’d require me to delete them again and again and … or they would fill my ingame inbox in a day or two.

I’d rather see them making defending a keep less pointless.

How to make "defending" more important.

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Posted by: pierwola.9602

pierwola.9602

It’s completely unnecessary, it’d require me to delete them again and again and … or they would fill my ingame inbox in a day or two.

I’d rather see them making defending a keep less pointless.

It’s 1 mail every 2h LoL and it’s necessary if you want to receive your reward after you log off.

How to make "defending" more important.

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Posted by: frans.8092

frans.8092

Thats 12 mails in a day, I think the mailbox size is 10 or 20. I don’t need this.

How to make "defending" more important.

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Posted by: pierwola.9602

pierwola.9602

Thats 12 mails in a day, I think the mailbox size is 10 or 20. I don’t need this.

n/c

How to make "defending" more important.

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Posted by: Phantom.8130

Phantom.8130

it wouldn’t need to be mail. it could be the pop up chests like from WXP ranks or dailies. the delivery method really is just a minor easily altered detail.

How to make "defending" more important.

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Posted by: Geiir.7603

Geiir.7603

They definitely need to make it more important to defend. As it is now you just don’t care. You just come back in a few minutes with your zerg and melt the keep/tower… Zergs should be severely slowed down and towers, keeps, camps, sentries should scale WAY more than they do now. It should require some serious skill and tactic from the zerg to cap a fully upgraded camp, tower, keep etc that’s guarded by some players…

Melder – Thief

How to make "defending" more important.

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Posted by: Forzani.2584

Forzani.2584

They definitely need to make it more important to defend. As it is now you just don’t care. You just come back in a few minutes with your zerg and melt the keep/tower… Zergs should be severely slowed down and towers, keeps, camps, sentries should scale WAY more than they do now. It should require some serious skill and tactic from the zerg to cap a fully upgraded camp, tower, keep etc that’s guarded by some players…

agree 100%

When someone uses the word ‘Meta’, a kitten dies. Don’t do it.

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Posted by: Razamatazz.9628

Razamatazz.9628

They definitely need to make it more important to defend. As it is now you just don’t care. You just come back in a few minutes with your zerg and melt the keep/tower… Zergs should be severely slowed down and towers, keeps, camps, sentries should scale WAY more than they do now. It should require some serious skill and tactic from the zerg to cap a fully upgraded camp, tower, keep etc that’s guarded by some players…

Hmmm, I would say that towers and keeps are exactly what you use to slow down a zerg. I don’t think camps should be too hard to take, maybe make it so a player can make it more difficult (camp mastery, grants all guards in the camp with you toughness) but not ridiculously hard, a camp isn’t supposed to be a hardened defense point.

As for towers and keeps, yes a 40 man zerg is going to roll through your paper tower or keep, but holding a keep or tower is about being ready. Upgrades need to be running from the moment you cap, siege going up right away. If you have no upgrades or siege when the zerg arrives you lost that fight well before it ever started. The problem is like you said though, so many players would rather just return in 5 mins and recap than spend time staying at a tower or keep after it’s capped upgrading it and sieging it so when the zerg shows up it can stand long enough for your force to show up and help.

As for rewards, you’re right there, you get more WXP and bags just following the zerg, but you’ll hold a higher PPT upgrading and defending, the key is to find players willing to do the less rewarding work of upgrading, sieging and escorting Yaks. Then rotate them out to keep people fresh, share the load. I personally would like to see those rewards increased (as what I’m talking about is something my guild tries to focus on) but even if they’re not it makes doing it no less vital to your servers success.

Now, as I mentioned, I say this as someone who spends a lot of his WvW time doing this, and I’ve seen it work. The trick is, again, being ready, call out that incoming the second you see it, have your siege going right away and hold out long enough for your force to show up to drive the enemy force off. Most zergs break rank real fast when AC’s and cows are dropping on them from one side and a sea of red rushes them from the other, once theyve broken rank they’re easy picking for your force and siefe. My guild does this regularly with other guilds on our server and while you’ll never win them all, we’ve seen our success skyrocket as a result of doing these things.

Lydeah – 80 Mesmer
Lorynne – 80 Guardian
[PB] – NSP

How to make "defending" more important.

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Posted by: Mabuse.2879

Mabuse.2879

War score
WvW matches take place across four maps each containing four different types of structures. Every 15 (change it to 2h)minutes, the structures controlled by each world are totalled and added to that world’s cumulative score. …

Rewards
Every 2h player receive reward (mail) for “successful” participation in siege. Player does not receive any reward if his world lost that Structures before the score tick (2h)

See also my proposal in https://forum-en.gw2archive.eu/forum/wuv/wuv/Reward-wins-not-just-activity/ which is similar. It doesn’t have to be mail — the event system already copes with delayed rewards.