Ideas for how to improve pip system for WvW

Ideas for how to improve pip system for WvW

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Posted by: Forestgreen.7981

Forestgreen.7981

Post your solution and explain how this will fix 1-4.

Here are the problems:

1. Preventing AFKing.
2. Upholding prestiege for old vet with high rank.
3. Making casuals benefit playing for short durations 1-2hours on any given day.
4. Lower the ridiculous time needed to play to max out tickets on a weekly basis.

Here’s my solution. Make participation reset every tick (5 mins), but give 1 additional pip per tier in those 5 minutes.

1. If you afk you lose out on those and you will not get the next tick for doing nothing. Scouters can get participation if they’re in a squad and given scout tag.
2. Vet players will get a advantage over new players since they tick higher and vet players in general want action so afkers won’t be there to take queue spots.
3. If you actually PLAY you will immediately gain more pips than WAITING around and benefit being in fights. More bang for your time. Currently you play enough for T3 and do nothing to maintain highest pip per tick doesn’t reward constant play. Only rewards those playing for long durations.
4. Overall get more progression without increasing pip gains on the current setup.

(edited by Forestgreen.7981)

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Posted by: syntohras.1064

syntohras.1064

Loyality should give also a bit more pips than now. +2 would be great.

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Posted by: draxynnic.3719

draxynnic.3719

One thought I had in another thread is spread out the tournament ticket rewards, rather than having them only granted for the final chest for each tier. For instance, the wood track, instead of having 10 tickets all in the final chest, could have 2 tickets each per sub-chest and 4 for the final chest.

This is mostly directed at point #3, since it means that a player can still get something even if they’re not able to get to the final chest of a tier. However, it might also help with #1 somewhat, since at the moment to get anywhere as a newer player you really need to play the hunt-the-outnumbered-map game, which hinders seriously committing to any given map.

On that matter, the bonus for outnumbered really needs to be a lower proportion of the total potential pips for players with lower rank. In the worst case scenario – losing server, WvW rank below bronze level – finding an outnumbered server can be 83% of your pips. What I’d possibly do is make it so that you also get pips based on your current participation (so a player with participation level 5 will get a minimum of 6 pips), while the outnumbered bonus instead doubles the reward you get from your WvW rank. This means that:

a) Players are rewarded for high levels of participation, rather than maintaining the minimum while playing hunt-the-outnumbered-buff;
b) New players are encouraged to stick with a commander while learning the ropes;
c) It’s the vets who get the biggest benefit from switching maps to prop up an outnumbered server (which also helps #2)

To those who think Scarlet hate means she’s succeeded as a villain:
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.

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Posted by: Pecar.1236

Pecar.1236

Right now this pip system is good only for big rank players or afkers.We need more action pips system (1 pips per 50-100 people kills/1 pips per 150-200 supply spend/+1 pips per X Events (captures/Defense/Escort) +1 pips per 30-60 min you stay in 1 wvw map.Its easy how much you play that much pips you got.This solution is good for veterans and new players.Right now its better for low rank peoples on bronze servers or new players avoid WvW.

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Posted by: smithkt.8062

smithkt.8062

Right now this pip system is good only for big rank players or afkers.We need more action pips system (1 pips per 50-100 people kills/1 pips per 150-200 supply spend/+1 pips per X Events (captures/Defense/Escort) +1 pips per 30-60 min you stay in 1 wvw map.Its easy how much you play that much pips you got.This solution is good for veterans and new players.Right now its better for low rank peoples on bronze servers or new players avoid WvW.

pips per kills would encourage more blobbing. Not much impact now as it is already mostly blobbing, but something to keep in mind

pips per supply spent would simply lead to people building dozens of ballistas and siege capping a map. I know where you were going with this, but if there is one thing we can be certain of, any system that can be exploited will be.

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Posted by: Pecar.1236

Pecar.1236

when is blobs everywhere you cannot encourage more blobs and when you add limit 2-3 pips per supply/kills/events there is no way how exploit it.Current system is good only for veterans who spend years in wvw but new players or players what dont spend all time in wvw rather leave this game mode and stay in PVE.

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Posted by: smithkt.8062

smithkt.8062

when is blobs everywhere you cannot encourage more blobs and when you add limit 2-3 pips per supply/kills/events there is no way how exploit it.Current system is good only for veterans who spend years in wvw but new players or players what dont spend all time in wvw rather leave this game mode and stay in PVE.

I specifically said that right now it would have minimal impact as it is currently a blob fest anyway. I expect the queue will subside eventually and then this idea WOULD encourage the blobs to continue.

Your suggestion said 1 pip per 150-200 supply spent. You can’t see someone going into a keep and just building a bunch of ballistas, using all supply, just to earn the extra pips? I assure you, this will happen. Even if you limit it to +2 or 3 in a 24 hour span, it will still happen. If you don’t think so, you haven’t been paying attention to how people exploit every possible farming opportunity that presents itself. As an example the kill trading that went on in OS for the UD title. Sad but true.

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Posted by: Thaark.8064

Thaark.8064

Hi,
I like the new reward track, but it could use some tweaking mainly about outnumbered buff.
Some people just switch to an outnumbered map just before the end of the timer hoping to get the +5 pip bonus, but as many people do this, of course no one get this, and the people that just switched are just mainly afk waiting to go back to their map when there is queue or just switching again when there is not.
It is sub optimal to the server in the matchup and unfair for those who really tried to fight while outnumbered and neither get the help of the bonus.
a solution would be to change the way participation is earned :
- each time the player switches map or the pip timer ends, the participation is reset.
- replace the need to 3rd level of particpation tu get pips with pips equal to your participation during this timer :
so instead of

  • need to be at least 3rd level participation
  • 1,2 or 3 depending of your server score in the skirmish
  • + bonus from your rank, outnumbered and loyalty
    it would be
  • your level of participation (1 to 4) (that is reset at the end of each timer and when you switch map)
  • 1,2 or 3 depending of your server score in the skirmish
  • + bonus from your rank, outnumbered and loyalty
    It would have two advantages to do this :
    1) it would prevent afk farming and trying to abuse outnumbered buff
    2) you could get pips a little faster as long as you are active

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Posted by: Gorani.7205

Gorani.7205

My suggestions, trying to keep it simple and just distributing points differently to what we have now:

1. WvW rank points get cut from 7 to +6, by shaving off the last rank “of bragging rights”
2. Outnumbered gets reduced from +5 to +3
3. Squad Leader +1 gets reworked to "be in a Squad of 5 " (on the same map as leader, if that’s technically possible)
4. Loyalty bonus +1 gets changed to +2
5. Server rank pips get changed from +1/
2/3 to +2/3/+4

Reasoning behind the changes:
The incentive to do map hopping needs to be addressed, while still encouraging players to play vs. greater odds (Outnumbered). You get rewarded for getting to know your allies better (stay on a world longer) and participate in organised map tactics (being in a squad, no matter if you lead or not). You are still encouraged to play in “bad for your server” match-ups by not having such a great difference between leading server and underdog (necessary since #1 & #2 teaming up vs. #3 is currently encouraged instead of #3 & #2 vs #1)

Member of The Guildwars Online Guild [GWO]
Still keeps a volume of Kurzick poems ;)

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Posted by: BloodyPanda.6789

BloodyPanda.6789

maybe a daily wvw chest that give you extra pips?

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Posted by: Korgov.7645

Korgov.7645

Worlds’ skirmish position (first, second, last) should not count toward pips at all. ANet decides the winner of the matchups by manual world linking and adjustment of the Glicko ratings.

The world populations need to be rebalanced. Just blow up all the worlds and the links, set up a strict migration policy and let the players repopulate the worlds evenly. Maybe set up an auction system allowing guild members to migrate together. Reset Glicko and leave the game mode evolve on its own.

All these PvE players flooding WvW will move back to PvE in the next content patch.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

Problems I see:
-Outnumbered bonus should be reduced to 1 pip and the rest distributed on something else.
-At low rank it takes 30hours / week to get all chests AND EVEN IF CAPPING EACH WEEK IT TAKES TOO LONG TO GET STUFF!
-I essentially get the same rewards whether I AFK or try hard.
-First timers can get as low as 1pip/tick, which, given how long it takes to upgrade rates, will scare away most players.

A possible suggestion:
-Reduce outnumbered to 1 pip.
-Give remaining pips as a growing bonus for playing each consecutive day.
-Bonus triggers on certain threshhold, like if you maintain participation for 2 hours.

So (example)
Check 4 participation triggers for 7days.
PIP bonus = amount of days when bonus triggered in last 7 days / 7 (days checked) * 4 (pip bonus given).

This bonus would be harder to maintain, but more rewarding.

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Posted by: Deihnyx.6318

Deihnyx.6318

I would leave outnumbered to 2 and modify the server wins to 1/3/5 instead. More incentive to play good.

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Posted by: BloodyPanda.6789

BloodyPanda.6789

earn more pips the more participation you have.

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

earn more pips the more participation you have.

Participation is a horrible thing to base rewards on, because both people that play and ones that AFK get max participation in under 10 minutes of….anything, really.

Ideally it should be based on performance (i.e. damage dealt to enemy players or healing done to allies, Player kills, captures etc. over a certain amount of time). You simply cannot pull off decent rates in any of those categories while AFKing, but you COULD do it while roaming with a small group.

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Posted by: Manimarco Devil.1790

Manimarco Devil.1790

1. Increase loyalty pip. 1 -> 2

2. Keep outnumbered pip at 2

3. Increase base reward for winning skirmish 1,2,3 -> 2,3,4

4. The first skirmish you play in per day gives additional 3 pips once only (must remain in a wvw map until skirmish ends and have t3 map participation) [Scouts can gain map participation through commander at lower rate] Each event in wvw has an associated impact score which would contribute to participation.
T3 requires 600 impact score
Player Kill – 10
Guards/yaks – 50
Supply Camps – 100
Towers – 150
Keeps – 200
Participation decay begins after 10 min.

5. You must complete a WvW event or kill another player within 10 min or decay of -1 per minute begins on pips. (Scouts exempted or given longer timer)

Battlelord Taeres

(edited by Manimarco Devil.1790)

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Posted by: Lady Po Wang Dabang.1394

Lady Po Wang Dabang.1394

The reward armour should only be visible in WVW, therefore none WVW players wouldn’t find any benefit in farming the armour.

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Posted by: Decado.9304

Decado.9304

tbh i’d increase the commander pips
1 point for a 5 man squad
2 point for a 25 man squad
3 point for a 50 man squad

primarily because of how much kitten those peeps have to put up with – i dont command but do appreciate their effort

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Posted by: Forestgreen.7981

Forestgreen.7981

The amount of pips definately needs to be changed like outmanned buff etc. But most of the changes to pips doesn’t fundamentally stop afkers to getting max reward doing nothing except tagging a guard every 10 mins. From my previous post it does seem that hitting T6 is a bit tough every 5 mins, would probably make it decay half participation rounded up every tick (5 mins).

I work day to day and rank 1950~, I got this rank playing legit not karma training like a hero in EOTM with boosters. This took me 3 years of serious WvWing daily gaming, yet the best I can get is 5-6 pips per tick while winning and that alone took what? 20+ hours. I do not have that much time to throw into WvW while waiting hours to get into WvW queues during prime time.

Who the hell has that much time to throw every single week. PvP backpiece took less than hour per day to complete yet this. Honestly does A-Net even bother to test this?

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Posted by: TheHeretic.3529

TheHeretic.3529

Rewarding different pips for different scores is unfair, only because server imbalance. The higher population automatically gets more.

Maybe I’m a thorn in your perfection
A heretic’s voice in your head
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