Ideas for other WvW "special events?"
Quick Response: Each tower and keep has a WP, that remains usable even when under attack. However, players cannot use any WP (except the citadel WP) for 2-3 minutes after being defeated.
This would cause an extreme “hide behind your siege and wait” game and discourage any kind of open battles.
Sounds perfect for ANet…
All we wanted was a GvG.
You do not listen us – FACT
You do not care about us – FACT
You do not fix bugs until it’s been exploited for months/years – FACT
You do not ban hackers anywhere near as fast as 90% of the devs out there – FACT
You will delete my post under the pretext of it not being relevant or an insult to the devs even though by treating us the way you do YOU are insulting and disrespecting us considerably more – FACT
^
All we wanted was a GvG.
Quick Response: Each tower and keep has a WP, that remains usable even when under attack. However, players cannot use any WP (except the citadel WP) for 2-3 minutes after being defeated.
This would cause an extreme “hide behind your siege and wait” game and discourage any kind of open battles.
Sounds perfect for ANet…
It would mean that when a blob is going round flipping towers, your blob can get to them straight away and start some ZvZ action. Big groups do not take long to capture towers, and they can sometimes capture a tower before your team has managed to get there and stop them. The idea behind this event is to allow players to jump straight to where the action is. it increases the uptime of ZvZ battles. No boring delay while you run from point to point, just straight to the fighting.
As to the “hide behind your siege and wait” comment, you can do that already, but no-one does. I don’t see how adding WP’s will encourage that kind of play. Why bother waiting there when you have a WP allowing you to jump to it at any time?! That makes no sense.
(edited by Rin.1046)
I think this wouldn’t work in the end. The idea is great but in reality, especially if you can port while contested, one guy could scout all the keeps around the map and once the enemies arrive only 5-10 guys need to port back, take the siege and destroy the attackers (10ac and gg) while the other 70 can roll around the map, forcing the enemy to port back and do the same if they want to keep something.
So in the end you’d either hide behind your siege all day long or just don’t give a kitten and pvd for your life.
And it would make it so much easier to actually roll over the entire map once, build siege in every keep and just have 10 guys to defend the entire map against 70-80 because they can just jump from keep to keep.
All we wanted was a GvG.
no more events plz
no more events plz
Attack the Strong
Double points for attacking the strongest server.
How about a WvW Tournament? :P
I like that Arenanet and players found my idea so interesting
https://forum-en.gw2archive.eu/forum/game/wuv/Crazy-Friday/first#post3335308
Instant Death – When a player health drops to 0, he dies without being in Downed mode
Idea. Instead of Golems, everyone builds a grub. and we can mount the grubs
The best player in the game
“I’m better than all of you!”
Invasion week!
Champ mobs or even world bosses randomly spawn on maps once an hour or so. Killing them is completely optional, but they give x points to the server that does the most damage. When the champ appears, he is marked on the map by one of those skull icons and is invulnerable for 1 minute to allow for players to arrive.
The boss fights were actually one of my favorite parts of Conquest in the Rift mmo. Everyone on the map converged to tag the boss because the loot drop was nice, but they stayed until the very end because the open field battles were epic.
Came up with another one. (its kind of a mix of other ideas here but with a theme)
Pluto week: Celebrate the New Horizons mission reaching Pluto… Lore:
The mists are on the fritz after Abbadon snuck back into heaven and screwed with whatever they use to control the mists. As Balthazar, Dwayna, and Grenth struggle to get it all back under control those who venture into the mists notice these issues:
- Everything is much darker. It appears as if all the mists battlegrounds are on another planet. There is a breathable atmosphere but it is much thinner. (space art chance for the art team). Due to the thin atmosphere shout abilities have a smaller radius.
- Gravity is reduced by 90%. This makes siege weapons (mortars and trebs especially) fire much farther than before.
- Pockets of disrupted mist appear around the battlegrounds causing a wide variety of effects: Areas of rain that make siege damage less effective, areas of warped time that make yaks and players run faster.
- The disruption of the mists has impacted the downed state and the ability to rally: Rallying will take multiple kills to trigger. Downed state skills recharge faster.
- Fully dead players should re spawn at the main spawn point as the ability to retrieve a soul by rubbing the dead body is broken. Attempting to revive a dead player may revive the player but also summon a Vengeful Aatxe or other demon.
The disruption to the mists has allowed the gods not involved with repairs to roam around the mists freely.
- Lyssa may be found at spawn points offering boons to worlds who cannot field many players.
- Kormir will appear at the citadel of a world who has lost all of their keeps on their borderland. Once she appears she will reveal the locations of enemy forces on the map for 1 hour or until the (world)server has regained control of their keeps (whichever is shorter).
-Melandru occasionally appears as a world boss on EBG or Borderlands. She hates the heavily upgraded structures of powerful worlds and will attempt to destroy them. Her power will be equivalent to Tequatl.
Its called destroy the keep, 200 players for any and all servers are divided into two teams, the objective is to capture or totally destroy the other teams keep respawn time would be shortened, one could choose a random spawn or inside the castle or keep. What else? the distance between keeps is accurate in the video its to keep the fast paced fighting of big teams of 100, the keeps would be manned by twenty npc’s and seige weapons would already be built on the keeps. Plus could be deployed for total havok. check the video. (This would take some time redesign for this style and for the map to work. https://www.youtube.com/watch?v=t637U-H6Ork
Pick me
(edited by Cash.2385)
Extreme balance week (for Eotm)
When you enter into eotm, you are assigned to the team that have the lowest number of players.
Nowhere to hide week
Stealth don’t work. The position of every players can be seen inside the map and the minimap.
brain required week
All the #1 skill inside the skillbars does no damage or inflict conditions.
How about everyone for themselves – you can kill everyone even your own server players….lol
I mainly would suggest that you make events last for a shorter amount of time like over the weekend.
I would also suggest events that revolved around defending, like stacking rewards for holding keeps.
Underwater event : all maps flooded, camps would be guarded by sharks instead guards, etc etc
Tonic event- since every primadonna wvw guild thinks they’re so awesome.
-Ghost tonic vendor at spawn with a set of 3-5 colors. Allows guilds to ghost up and identify guild raids on map. Doesn’t change into a ktrain. promotes team fighting as you can see the guild members easier.
-Don’t make it free, make it like 5-10silver to tonic up each time you die. Just to spice it up and people don’t take it for granted. Each tonic lasts 1hr or until you are killed. The reason for the cost is to help reduce inflation.
-You can even rotate 3 different sets of colors each month so you can prolong the use and reuse of this event.
Tonics help reduce driver sniping, identification of own raid group, and enhances my good looks in fights without disturbing current balance
Desert Spectre [VII]-Crystal Desert
“You’re never out of the fight.”
1. Buff commanders week- Commanders get actual buffs, not quite as much as siegerazor, but significantly more toughness than a regular player. They also can provide cool auras, and can spend points on special “command” traits after they have fully unlocked all regular WVW traits.
2. Shifting storm week- every PPT cycle the storm color-shifts to another faction who gets to do double damage.
3. No target cap week- skills can hit unlimited targets.
4. Speedy OOC week- while out of combat, double speed.
5. Naked week- everyone’s gear provides no stat bonuses this week
6. All Random spike week – all spike animations randomly cast anything this week. Also, different spike animations provide fun buffs and/or death penalties.
7. Tank golem week- golems get a special “shoulder rider” slot that only asura can ride in, providing an extra gunner.
Holding Out for the Heroes: All capture circle timers are increased by 500-1000%, but no protection for recently captured objectives
Maintaining a Presence: All objectives require a certain amount of players (varying based on position and type) to remain in their area of effect to count as captured.
Flying the Colors: Same as previous, but players must be members of the guild controlling the objective.
(edited by Abygael.4805)
- PPK + PPT and remove multiple rally option week.
- PPK + PPT week where sentries (1) and supply camps (2) provide PPT as well.
- EOTM week where EOTM map replaces borderlands map(s) for the week.
De Mortuis Nil Nisi Bonum.
Hey guys,
I fear that the Revenant will be better than every other class in melee and range. If it will be too strong, everybody will play it and the other classes will lose much popularity. It seems to be really cool but you will have to nerv it and your popularity will decrease or the game balance will be lost and the game die.
This would be a predicament and seems to be a characteristic mistake in game development (I played some MMORPGs). It is really hard to preserve the game balance and to motivate the players.
A better idea would have been to implement more than one class to retain gamebalance and variety (with contrary strengths and weaknesses, like two parts of the same medal). The variety is the key for every really good MMORPG, because this kind of games need social contacts and a huge number of players shows a great variety that changes over time. So it is absolutely essential to respond a large number of different people or a MMORPG will die, because the disaffection in parts of the community will destroy the whole network like a slowely desease spreading over social connections. Also stagnation leads to disaffection.
I am sad because I saw many guilds die. You have to be fast in adaption not to lose too many players to other games. So I think, it was a big mistake, to wait so long time with HoT. No developer of MMOs should wait more than one year for the first addon…. It is impossible and uneconomic to bring enough content only with updates, but this is another point.
I hope I am wrong and the waiting will be worthwhile. I am a big fan of GW1 and GW2.
friendly greetings
Cals
This is more an idea to add new types of siege weapons to the game mode, rather than a small event, but I thought I’d throw it in here anyway.
Siege Factories:
Each captured tower and keep periodically spawns a mobile siege vehicle. These vehicles come in a 3 tiers and each tier has different types of vehicle (each with different strengths and weaknesses).
The number of vehicles spawned has a hard cap, which is the same for each side. Therefore each side can field the same number of siege vehicles. However, the more towers and keeps your side owns the more spawn points you own and therefore the siege vehicles will spawn more frequently.
Also, the higher the upgrades on your towers and keeps the more spawn points you have for higher tier vehicles. So for example, if your side is the only side to own a tier 3 tower, only your side will spawn tier 3 siege vehicles.
The vehicles cost no supply to build, as they auto build on spawn, and they last until destroyed, or left abandoned away from their spawn point for a set period of time. Once destroyed there is a 5-10 minute wait for it to respawn again. Also, destroying one of these siege vehicles earns your server points (PPSVK?).
(edited by Rin.1046)
Haven’t read most of the suggestions and so sorry if things have already been said:
1. “be siege(d)” week: instead of handling/taking over siege, people transform into siege when they take over siege. This means there will be no durable siege on the map that has to be refreshed (in first minute the “owner” of the siege can change, afterwards it is fixed on current person). Siege is able to transform back to being a character at any time. All siege-people are able to move slowly and can take buffs like invisibility, speed etc from teammates (speed should be very limited though).
+Players should get more batches from champbags this week to counter more spend siege
+Add minis: walking siege as very rare drop from lootbags in wvw this week.
+ endless transformation tonics as very rare drop: only cosmetic transformation without function into paper siege.
2. The Yaks strike back week
Make all yaks champions, they should be a lot harder to take down and explode in a wave that makes players get downed around them when killed. They could be a bit faster, allowing for easier upgrade of all structures.
+ Add random “raged” groups of yaks (maybe if population in some marked spots on the map isn’t controlled) that will attack players (they will target the ones with highest rank in “yakslapper”) on the maps. Maybe have them attack structures as well, kill sentries and capture bloodlust.
+ Champ-bags from yaks can give a very rare champ mini and maybe exotic yak-armor pieces (could be a hairy armor skin)
+ All champ yak kills will count tripple for the yakslapper achievement.
Cheers
Attack the Strong
Double points for attacking the strongest server.
I really like this, but how to implement it?
Make WvW Eventful! – WvW, 4 years in
Yes, I have 5 lv 80 mesmers – Funny Puns
siege converter – convert un-piloted siege to urs (single target)
siege drainer- 0/3 ticks on piloted siege to convert them on the spot (single target)
siege drainer works with disable happening
So, these events are not going to be truly appreciated in their play dynamic over the course of one week. For example, what happens when golem prices sky rocket from demand? I believe the “effect”, if you will, should be allowed to stay for an entire month. Also, using only buffed golem would be boring. So we should keep these “effects” constantly change, or perhaps, in “flux”.
So, I would recommend the following “flux effects”:
—Tyberius’s Honor: Players obtain a 10% damage and 15% speed buff for 5 minutes after killing a keep lord.
—Tyberius’s Jealousy: Players deal 30% more damage to foes of the same profession.
—Tyberius’s Rage: Players do 50% more damage to Rangers, 100% more damage to Rangers equipping knock back skills.
—Tyberius’s Corpse: Upon dying, you leave a poison cloud that gives enemies 2 stacks of poison per second, and steals 5 supply.
—Tyberius’s Bride: Upon dying, summon a bone minion equal to the character’s level that attacks the player’s killer. Range 600.
Hope this helps you, ANET.
I actually thought this was a joke thread and we were meant to make crazy ideas ;p
UW WvW player – TooT !
Region WvW week. Take all servers in from each tier in a region and randomly divide them into a color. Like EOTM, all servers with the same color interact together and play WvW. Have 5 sets of WvW maps for the week (meaning 5 sets of 3 borderlands, 1 eternal BG), and basically the color that wins the most out of the 5 WvW sets will get a reward, such as WvW tickets.
Having 5 sets of WvW maps makes it so that WvW isn’t restricted to tiers, where servers like JQ BG TC keep playing each other, and that servers won’t get outmatched and won’t have to wait for a long queue to play.
Guild leader of Love Live [Maki]
Ferguson’s Crossing [NA]
Zombie apocalypse returns!
In wvw and/or unranked PvP, if a player is downed, if they are not revived within 10 seconds or they are allowed to become defeated, an infectious death nova erupts from their corpse location, infecting all nearby allies or enemies with a 10 second 25-stack of poison and a debuff called “infected”. If players go into a downed state while "infected”, they die immediately, trigger the infectious death nova and spawn an undead, which has 30 seconds of fury and 15 seconds worth of quickness.
I would dearly love to take part in the chaos spawned from an event like that
• Gates can burn.
• SMC lord is determined by the commander profession when capped. This means when a zerg caps SMC and the commander is say a Mesmer, the lord will be a Mesmer. If a Guardian, the lord is a Guardian. Maybe the towers too. This helps with variety and always gives something new. Breaks up the monotony. Each lords profession will have at least 3 builds for variance. It randomly spawns with 1 build (if an Engineer, maybe it spawns using firearms, next it could use a turret build, etc).
• Lords deal double damage and have an elite skill. They need something cause they drop quick. Make an upgrade option to turn veteran guards into elite.
• A legendary character randomly spawns to disturb the flow. Maybe Rodgort suddenly appears and attacks everyone in a location for a bit before disappearing. Maybe Dwayna suddenly appears and casts Pacifism in a location for a bit before disappearing. Maybe one of the dragons.
We should have a special event where half the server population for WvW is immediately halved. The half that is left, all of them have to be uplevels and K-train the WvW maps. If fighting does occur, one side will have the option to acquire massively boosted stats to make the fight more balanced and fun for both sides. I would love to participate in an event lik- Oh wait…
I would like to have an event where the castle is better defended: for example you need to jump to floor two of the main tower where the champ will be (little jumping puzzle) or there is a dragon in the castle who defend it.
Or you can do an event where the guard npcs are corrupt: if their life is under for example 10% they become friendly and you can pay them to let your team trough the gate.
(edited by popeinvestor.8579)
With the golem week, there was no antidote to the golem rush. I would have liked to see a trap that created an empty hole that a golem fell into and crashed to zero. It would allow the towers to build up a defensive perimeter and kill off a number of the golems and give a fairer fight.
Inkie
1) Fight week: structures offer nothing save a waypoint and or safe haven but all kills reward 5 times the PPT (up to 5 can stomp) and MUCH better rewards per kill.
Mix this with no downed state (or downed state only while outmanned) and this will be a good week.
Just one point per kill is fine, since kills are the only thing that gives points – and it will provide some interesting stats on activity. Rewards would have to be scaled by how long players have been alive too, or you’ll get kill trading.
Fast Forward – All players have permanent swiftness and quickness. Added bonus, movement speed slowdown while in combat is disabled.
If the event is to bring a bug and ignore it or just make a karma train, no thank you.
I think ANET has proved that not always the intent is what is worth.
I’m ok with event to refresh somethings, but at least test and see if is viable or not. Also, if there are bugs, please, fix them, the game can be unplayable with them.
Mad Bombers: Make everyone have a bomb strapped to their back, you can only detonate the bomb. Everything else is disabled so you can only be rewarded by causing large amounts of damage with your suicide bomb.
Asuran are Finally Useful Week!
Asurans can be loaded into and launched from catapults and trebuchets. Launched Asurans can deploy an optional parachute during flight to mitigate fall damage, but take double damage if they are hit with ranged attacks while the chute is open.
What about cannons? I have six Asurans willing and ready the be shot out of a cannon at someone.
“…let us eat and drink, for tomorrow we shall die;.”
Zerg of NPCs roam the maps and engage ZvZ. So not only would you have to fight enemy zerg but you may also have to fight NPC zerg.
Actually, there’s another one that someone had mentioned to me a year or two ago.
You Broke It, You Bought It: Towers, keeps and Stonemist Castle retain their upgrades – and their remaining hit points – after capture.
(The effects of this: A lot of supply would be needed to rebuild after capture – and players would have to work harder to force enemies out. The less damage they do, the less they’d have to repair. There wouldn’t be anything but camps to upgrade by the end of the week, but there might be a lot of damaged walls. There’d also be waypoints everywhere.)
(edited by Ben K.6238)
Blood Of My Enemy: Each unique enemy defeated within a ‘region’ (like a tower and surrounding area) grants a regional buff that scales gradually at low death totals, but adds new effects when death totals pass tiered thresholds.
Blood Of My Blood: When defeated a player receives a debuff in that region for five minutes. Additional deaths stack the debuff.
Monumental Siege: Catapult, trebuchet and ram siege is massive, takes a lot of supply and is built slowly by workers from a supply depot attached to the siege. The depot has a low natural supply generation rate, and players can deposit supply into it. Workers can be killed and revived. Players cannot damage siege with weapons. Damaged siege can be repaired by workers, and is less effective with more damage. Players can slowly destroy siege by getting close to it to action key a “Burn Siege” three-second, easily interrupted command.
No Upgrades: All Keeps and Towers are fully Reinforced with Oil, Cannons and Mortar, which can all be repaired by players. Workers also do repairs, and their repairs cost no supply. When captured nothing is instantly repaired.
Clash: Holding keeps and towers no longer scores points; they are merely strategic positions. Points are scored by winning competitive events. For example, SM becomes neutral and invulnerable for five minutes, then, whoever controls SM fifteen minutes after that scores points. Or, defend your garrison successfully for thirty minutes to score points, or those points go to whoever captures it.
Open Caps: Cap circles of various sizes and value are scattered across the map, not inside keeps and towers, which are just strategic locations to help control and fight over the caps.
What anet needs to do is change the WvW director head….for the past years WvW has been stale and the approaches made by anet themselves are contradictory to what actual wvw players have been wanting…eg. golem week <- just killed WvW more, EoTM <- WvW became PvE….it wouldn’t be bad to actually ask WvW for suggestions on what to do next and actually listen for a change
No doors event:
Open every door on the maps.
No NPC event:
No NPC on the WvW maps.
Serious:
Stop those f… events.
Play WvW yourself. Every part. Not only running around and pressing 1. Join a WvW defence guild and discuss with the members about the events and the plans for changing the WvW structure.
Please.
AoE cap removed on all skills
instead of hitting 5, they hit everyone
Reverse AoE Cap. Make each player be hit by Max 5 different players attacks at a time.
“Understanding is a three edged sword: your side, their side, and the truth.”
“The objective is to win. The goal is to have fun.”
Zombie apocalypse returns!
In wvw and/or unranked PvP, if a player is downed, if they are not revived within 10 seconds or they are allowed to become defeated, an infectious death nova erupts from their corpse location, infecting all nearby allies or enemies with a 10 second 25-stack of poison and a debuff called “infected”. If players go into a downed state while "infected”, they die immediately, trigger the infectious death nova and spawn an undead, which has 30 seconds of fury and 15 seconds worth of quickness.I would dearly love to take part in the chaos spawned from an event like that
This reminds me of the Zombie Apocalypse game mode that Champions Online has. You start with a team of 4-5 hero players and the game starts with waves of AI zombie mobs spawning, that head to the center where the players are. As the game progresses the waves get larger, and with tougher mobs, and the players’ task is to survive until the time runs out. To add to that, the game (if enough players join the match) can start with 1 zombie player. The zombie player has all their normal skills, but looks like a zombie hero. When a hero player dies, they become a zombie hero themselves and their task changes from survival to killing the other hero players. It is a lot of fun, and I would love to see a mini game like this in GW2.
Forum bug fix……