http://www.youtube.com/user/joeyjackson9111?feature=mhee
If small groups got rewarded more WXP..
http://www.youtube.com/user/joeyjackson9111?feature=mhee
It is a good idea but implementation would be hard. I suppose you could count credit as being “x amount of people killed guards/ram’ed gates/cata’ed/trebbed wall in the past Y minutes” but something like this would be pretty hard to nail down and then communicate to the playerbase.
As it is Anet has issues communicating how to get credit for regular captures of towers and keeps as it stands.
It is a good idea but implementation would be hard. I suppose you could count credit as being “x amount of people killed guards/ram’ed gates/cata’ed/trebbed wall in the past Y minutes” but something like this would be pretty hard to nail down and then communicate to the playerbase.
As it is Anet has issues communicating how to get credit for regular captures of towers and keeps as it stands.
Well they def should hammer out how contribution works and fix it up a bit anyways, as it is now I don’t think it would hurt if people get credit for it regardless of their level of contribution or where they are when something is taken, would still help getting people circulating away from the lag blobs I think. (so i’m saying the game can just count how many rewards were handed out in the current system and apply the bonus accordingly)
Main thing is to reward people for running off and taking/defending remote camps/towers for their server instead of staying with the mothership racking up wxp.
I think it would be great if the zerg guilds would create small groups to go out and deal with currently low-reward objectives and the people would be happy to be a part of it.
http://www.youtube.com/user/joeyjackson9111?feature=mhee
(edited by Incomingray.8075)
That’s how LOTRO handled it. The rewards were equally split between all contributors. If you were alone, you got it all. It didn’t exactly discourage zerging, even if loot was much smaller, because you were getting a lot more kills / captures. It gave a lot more incentive to go solo / small group.
It would however introduce some bad feeling towards people that stand near you, ‘kill stealing’, the very thing GW2 tries so hard to avoid. Anyone near you would essentially take away from your loot, experience, karma etc. People would hiss at others saying to go away somewhere else etc. Not sure if that would be better than what we got now, at least everyone is equal now.
Splitting the capping XP based on the amount of players should have been done from the start, but its really a seperate issue from the actual zerging. IMO nothing will break the zerg. Forcing it will only create player hate.
What you CAN do however, is to give better bonuses to the underdogs, bonuses that actually make them better (ie more HP or 10% damage increase, stuff like that). Simple: Make transparent 6×6 grids in all WvW zones. Server A (most players in a grid square) get no buffs. Server B (middle) get a minor buff. Server C (least players) get large buffs. Call it local outmanned buffs. This means that one side of the map can be “equal” with no buffs, while 10vs50 on another side of the map will give considerable buffs to the 10 – if 40 people come to reinforce them, the buff goes away of course.
The other issue is not many people really care about wxp. I think a lot of people think of it this way. Ohhh, I can level up and get….. more siege skills! Boring.