Putting aside the amount of rewards, let’s talk about what behaviours we want to see rewarded in WvW, what behaviours we don’t want rewarded, and what mechanics are possible to detect & reward these behaviours.
I think this is a much more difficult problem than many people assume.
Any reward structure has a few real and gameplay constraints on it:
- It needs to be difficult to idle or bot through.
(this usually means it must involve contact with enemy players.)
- It needs to be detectable with an automated system.
(democratic or vague requirements like “good commander” or “helps the server a lot” can’t work.)
- It needs to be fair to people with varying amounts of time.
(casuals, low levels, different classes, low-gold players, etc.)
- It probably needs to be immediate / instant gratification to be “fun”
(eg. one idea I had, was to tally up your participation throughout the week, and then reward you at the end of the week if your server won. But that’s probably too long a time period to be “fun”)
So what can we do? There’s a lot of stuff that helps your server win, that involves no contact with the enemy. Escorting dolyaks, standing guard, upgrading stuff, etc.
How can we reward such activities without making them bottable or idleable?
I guess one way is to reward them with blueprints – untradeable items that can only be used to help in WvW. (jumping puzzles already do this, after all.) Even if someone bots or idles for these rewards, it’s not a big problem, since they can only use it in WvW.
Cash/karma/item rewards can be reserved for defense/attack events that involve contact with the enemy.
Another idea is to have a feature where you press a button, and the number of enemies you see onscreen is reported to the global map as a ping. (there are limits to how often pings are displayed on an area of map, to stop it being annoying.) This is clearer and more convenient than typing into chat, and creates an automated system where we can reward people for intel gathering.
Another issue we need to think about, is whether we want to keep rewards for capturing stuff. This rewards zerg-oriented gameplay. Presumably we would prefer to reward holding stuff rather than capturing. But how do we do that?
Maybe one way is for players to “garrison” a point. They speak to an NPC to be assigned there, and they become responsible for holding the point. The player gets rewarded for defense events, and the reward increases proportionally to the amount of time the player has garrisoned the point without the enemy taking it. (thus the player is free to move and do other stuff, as long as they respond quickly to defend the point.)
The garrison reward can be divided equally amongst all garrison players who succeed at defense events, which means the fewer garrisoning players, the higher the reward. (this encourages people to spread out and garrison everything.) This garrison reward is on top of the normal defense event reward, which everyone gets (even if they aren’t garrisoning, and are just passing by to help out.)
Anyways, I feel we need to have a constructive discussion about this. Obviously the incentives in WvW have a big influence on player behaviour and gameplay, so it’s important to get the system right.
(edited by Rieselle.5079)