Haltair, One of the Twelve Shadows
Baruch Bay´s Thieves Brotherhood, Order of Shadows
Orden de Sombras [OdS]
More than the 25% of the week score comes form roaming camps and killing yaks. It has been said that each Dolyak killed means 3 points.
How is possible that killing foes does not reward in changing the value of the new rating?
To kill a foe should be rewarded in terms of score, as well as taking strongholds or killing yaks does….
Killinng a foe often is much more challenging than killing a Dolyak.
With this change offensive servers would be rewarded, punishing bunker lovers.
Best,
Haltair, one of the Twelve Shadows
We had this conversation with guild mates a while ago.
The problem with awarding points for PC kills is that it will have catastrophic effect on WvW dynamics.
Basically what you will see is that servers concerned about points first will get even more into defensive position, defending dolyaks with blobs, evading battles, sieging up and upgrading quickly and then sitting on the walls manning piles of ACs. Not that they don’t do that now, but it will be even more dominant behavior.
Those with more open field mentality will starve to death trying to find anything in empty fields.
Why would it reward offensive servers and punish servers that turtle up in towers? Easier to kill offensive players from towers with cannons and arrow carts than kill players manning those siege. So, those that do turtle up in towers are rewarded more, or did I understand whole proposition wrong?
I agree with the poster above, this would just make people turtle more.
At the moment, even if you are outnumbered in an open battle, you can at least just give it a try and if you do get roflstomped theres no real consiquence, but if you are going to be giving away points by dying people will just run from battles where they dont outnumber their opponents which is rubbish.
They should be encouraging people to come out and fight, and to do that BOTH sides needs an incentive to come and fight, not 1 side being encouraged to fight and 1 encouraged to turtle.
Yaks are a significant percentage of the score; each Yak is worth three points. They also reward points for finishing their routes.
Yaks are on timers. There’s only so many of them to go around. Player populations, on the other hand, vary greatly. There’d be a lot of bizarre score activity if we started awarding points for player kills.
WvW is structured around securing and holding objectives. Those objectives require supplies from the Yaks, so it makes sense that the they give points. Players aren’t your objectives, though. They’re your obstacles.
EDIT: Fixed the yak points to match what Devon said below. Didn’t want to disseminate false information!
(edited by Nikked.7365)
Yaks are a significant percentage of the score, and the popular opinion is that each Yak is worth 1 point per player who tags it up to 3 points max. Yaks also reward points for finishing their routes.
Really? So slapping yaks actually helps the score.. Cool beans.
ANet, please implement this points-per-player-kill concept finally, so that we can laugh and munch popcorn at the patch note response threads for that month. Hoping for something like, “kitten you, I don’t play for points I play for kill/death ratio,” followed by shocked realization that they’ve been cornered into playing for PPT against their will.
Thank you so much, we love you!
The goal of GW2 is to get all the towers,keeps and camps. Not to just simply kill the most players.
The goal of GW2 is to get all the towers,keeps and camps. Not to just simply kill the most players.
Someone tell EU they are playing the game wrong.. QUICK BEFORE THEY HAVE TOO MUCH FUN!!
Yaks are a significant percentage of the score, and the popular opinion is that each Yak is worth 1 point per player who tags it up to 3 points max. Yaks also reward points for finishing their routes.
Really? So slapping yaks actually helps the score.. Cool beans.
I should’ve posted some Dev confirmation with this.
We were never given the exact amounts on Yak kills, and there are a lot of conflicting answers to that question. Still, 1 point per player up to 3 was reported often, and it makes sense.
EDIT: We have a confirmed answer! See below
(edited by Nikked.7365)
WvW Coordinator
Yaks are worth 3 points no matter how many people kill them. As for the points per player kill, well, we explore many ideas over the course of development and I’ll never say never.
Yaks are worth 3 points no matter how many people kill them. As for the points per player kill, well, we explore many ideas over the course of development and I’ll never say never.
Well, if and when this is added, it will just give you guys more incentive to balance thieves out there in WvW. So I say, go for it!
Yaks are worth 3 points no matter how many people kill them. As for the points per player kill, well, we explore many ideas over the course of development and I’ll never say never.
IF you did, I’d be careful to add a similar diminishing returns per character like you do with wxp to minimize or prevent point farming. You know, the whole “worth less the more often they die” thing.
It’s the AC’s that ruin this type of thing. The number of siege being able to be dropped and damage of ACs is horrendous. Honestly, the 2 days when you could not drop any siege was the best time in this game.
Hm…
I would never make player kills count like that outside events, to keep more people focused more on locations and a bit less on roaming aimlessly.
Roamers hunting solo players do that mostly to get badges of honor and to lower the morale of undergeared low level players new to WvW, so they will keep doing that anyways.
Also, there should be some sort of limitation on how these points are given. For example, making these points a bonus added to the next score provided by whatever you accomplished during that event.
And there could be other changes to how those points are give like reducing them drastically when outnumbering the enemy. For example, Fight 6vs3 againts players defending a dolyak, and you will get -1 to the bonus for each outnumbering player, so you won’t get extra points.
That way people will aim more towards balanced fights if they want those extra points, rather than sheer numbers.
I think the main point should be making sure people focus on the map’s objectives.
(edited by MithranArkanere.8957)
yeap, you just giving anet more ideeas how to kill www even more
Thanks random op
for thowse who dont have the constant this tought in your head every time you open your mouth/write a post: here is a reminder: WWW for ANEt is a waste of potential spvp players, since day one they did their best to ignore, kill, do everything possibile to descurage any www atempts. E-sports… thats where the money is and anet still scraping the bottom there.
(edited by spiritus.7983)
In WvW enemy players are an obstacle, not an objective.
The goal of GW2 is to get all the towers,keeps and camps. Not to just simply kill the most players.
Someone tell EU they are playing the game wrong.. QUICK BEFORE THEY HAVE TOO MUCH FUN!!
I too would love 30 hour work weeks, bull runs, sun , beach and bailouts
The goal of GW2 is to get all the towers,keeps and camps. Not to just simply kill the most players.
I do not argue about changing the whole rewarding system, I am just saying to add an score also for killing enemies.
A dolyak is killed in 5 secs without opposition and gives 3 points. To kill a foe can take minutes if the fight is balanced.
The reward in terms of scope, time and skilful is much more intensive when killing foes, but does not give any kind of benefit to the server for the rating.
It doesn´t make sense in terms of investment/reward.
Best,
Haltair, one of the Twelve Shadows
I think killing a foe should only award points if that foe has survived for a certain period of time. Solo-roamers are already hard enough to find, they would disappear if they felt like they were a liability to their server. This would also promote zerging so that people aren’t picked off and farmed for points. Also, spawn camping would become more prevalent. Perhaps some of these issues could be avoided with a time-gated approach, but it would still be prevalent.
Killing a player does give wxp if they are alive long enough (good to prevent farming), and killing a player does help your server point-wise quite a bit as you prevented him from taking points and also made him run all the way from his spawn. Plus, there is the whole accomplishment of a duel well-fought thing.
Yaks yield points b/c they are part of the objective (own the land/supply routes), while players, as stated early, are the obstacles.
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