Let's talk about upgrades!

Let's talk about upgrades!

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Posted by: grifflyman.8102

grifflyman.8102

Since there seems to be a lot of good, constructive discussion going on these days I thought now would be a good time to discuss upgrades in World vs. World.

I feel upgrades have always played an important part in WvW, but I always wished they offered a bit more.

So let’s have ourselves community discussions, we know the developers are paying attention to these forums, so stay constructive and provide some feedback.

Let’s look a camp upgrades that could use some work.

Tier 1 – Hire Caravan Guard: Currently has no importance, it’s irrelevant and provides nothing to the game. When a caravan is destroyed the guards immediately de-spawn, so they don’t really offer any protection. It would be interesting to see the guards provide a passive speed boost to yaks, or perhaps a defense bonus to them while the guards remain active.

Tier 2 – Hire Additional Guards: Added guards is helpful, I would love to see the final upgrade offer a radius alert, alarming players on the map if a group over 5+ people begin to attack it. This would provide relevant task for havoc groups, and help break up the current blobs that plague WvW.

Now let’s look at towers and keep upgrades that could use some work.

Tier 1 – Hire Merchants/Hire Outfitter: Offers very little, is there some kind of unique item they could offer? Maybe hiring them allows the guards and NPC’s to be better equipped? I don’t feel like guards offer any difficulty and most often they are ignored. Good examples are the archers placed along the walls, they don’t do much.

Tier 2 – Hire Siegemaster: The siege master sounds cool, but he does nothing. It would be amazing if he placed free siege, similar to what siegerazor does once you purchase him. Keep in mind the Seigemaster is only available for towers, an asset I think it very easy to lose before it’s fully upgraded. Free siege placement might provide extra incentive to actually defend a lowly upgraded tower and would provide small squads something to do. An interesting thing to notice is the icon for siegemaster/services is an Asura working on a siege golem, as if repairing it. Maybe golems could regenerate health very slowly if they are stationed next to one? This would allow towers to play a larger role, damaged golems would be kept inside towers instead of at spawn or inside keeps.

Tier 3 – Hire Patrol: A patrol us used to scout an area and report on any enemy activity or to secure a perimeter. Patrols should put X on the map if they encounter a group of players larger than 15 attacking a keep or tower. Again this allows small groups to have purpose, allowing smaller guilds and havocs to play an important role in WvW. Clearing patrols before assaulting a keep would be an important tactic, and if they were taken out by a small group it would prevent the main force from being spotted within the area of the keep.

Finally, I would love to see unique upgrades. Maybe offering 3 options at the end of a tier that could only be chosen once while holding the objective, perhaps one upgrade could be the time required to capture the objective doubled, while another could allow reinforcements to be summoned every 2 minutes while a structure is under attack. (Similar to how the waypoints function now.)

What are your thoughts on upgrades?

What changes would you make?

What additional upgrades would you like to see?

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Posted by: grifflyman.8102

grifflyman.8102

No one has any thoughts on upgrades?

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Posted by: Rangerdeity.5847

Rangerdeity.5847

I think it would be nice in addition warning signals would be nice as an upgrade option. for example if a group of 5+ enemies is spotted at all you immediately get a flame lit above the tower this should be visible anywhere on the map or at the very least visible on the actual map. And I really do like the siege master upgrade idea and golem parking. This would make towers more strategic and less of a PPT tool

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Posted by: Nanyetah Elohi.4852

Nanyetah Elohi.4852

from a t1 perspective, there is not much upgrades can do without the support of your commanders. Upgrades spend and buy time. Upgrades spend hours and buy seconds.

For the Toast!

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Posted by: Zenith.6403

Zenith.6403

Why not make it so that caravans are invulnerable until caravan guards are killed? NPC vs. player is out of balance anyway since fully geared player character can easily solo a whole camp by himself. One solution would be to increase all NPC levels by 1 or 2 to make it a little more difficult.

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Posted by: Nanyetah Elohi.4852

Nanyetah Elohi.4852

In big fights, you need siege more than t3. Fortify can be a trap that will kill your tower or keep because it depletes supply for hours.

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Posted by: Berk.8561

Berk.8561

Tier 1 – Hire Caravan Guard: Currently has no importance, it’s irrelevant and provides nothing to the game. When a caravan is destroyed the guards immediately de-spawn, so they don’t really offer any protection. It would be interesting to see the guards provide a passive speed boost to yaks, or perhaps a defense bonus to them while the guards remain active.

Not true. This upgrade can be critically important on the Eternal Battlegrounds if the dolyaks have no human guards, since the dolyaks can be killed by multiple creatures that they encounter on their way to their destination. If I know nobody is going to be walking dolyaks, I’ll sometimes run this upgrade first on Eternal Battleground to make sure that they get through (a doubled dolyak that doesn’t get through provides 0 supplies).

Tier 2 – Hire Additional Guards: Added guards is helpful, I would love to see the final upgrade offer a radius alert, alarming players on the map if a group over 5+ people begin to attack it. This would provide relevant task for havoc groups, and help break up the current blobs that plague WvW.

I’m fine with improving this upgrade, but it’s also not worthless. The last two upgrades can make a camp much more difficult for a lone opponent to solo.

Tier 1 – Hire Merchants/Hire Outfitter: Offers very little, is there some kind of unique item they could offer? Maybe hiring them allows the guards and NPC’s to be better equipped? I don’t feel like guards offer any difficulty and most often they are ignored. Good examples are the archers placed along the walls, they don’t do much.

Tier 2 – Hire Siegemaster: The siege master sounds cool, but he does nothing. It would be amazing if he placed free siege, similar to what siegerazor does once you purchase him. Keep in mind the Seigemaster is only available for towers, an asset I think it very easy to lose before it’s fully upgraded. Free siege placement might provide extra incentive to actually defend a lowly upgraded tower and would provide small squads something to do. An interesting thing to notice is the icon for siegemaster/services is an Asura working on a siege golem, as if repairing it. Maybe golems could regenerate health very slowly if they are stationed next to one? This would allow towers to play a larger role, damaged golems would be kept inside towers instead of at spawn or inside keeps.

These two are usually pretty useless on towers, especially once siege weapons became sold in the Trading Post. It would help if they provided an armor repairer as part of these upgrades. Siege repair workers (that repair all siege in a tower, including the built-in cannons, oil, and mortars could be interesting as a T-3 upgrade, where it might be tolerable for them to automatically consume supplies.

I’m less enthused about the idea of automatic siege placement because it’s likely that it would be placed in vulnerable locations where it could be easily hit by attackers instead of the tricky hard-to-hit spots that a person would pick.

Tier 3 – Hire Patrol: A patrol us used to scout an area and report on any enemy activity or to secure a perimeter. Patrols should put X on the map if they encounter a group of players larger than 15 attacking a keep or tower. Again this allows small groups to have purpose, allowing smaller guilds and havocs to play an important role in WvW. Clearing patrols before assaulting a keep would be an important tactic, and if they were taken out by a small group it would prevent the main force from being spotted within the area of the keep.

Again, the existing Hire Patrol can be pretty useful on Eternal Battlegrounds for the same reason Caravan Guards are. They can help keep dolyaks without guards from dying to creatures. This is particularly true at Veloka, Ogrewatch, Quentin Lake, and Langor.

It would be nice if the patrol marked a tower or keep as under attack as soon as they were attacked, but it sounds like they are determined to remove the white swords to make defending even harder. I honestly wouldn’t be surprised if they decided to remove the upgrades, too, because they just slow down the attacking zerg and the goal of WvW (as seen in EotM) seems to be moving all towards now slowing down the attackers and letting the game be a capture train.

Kerzic [CoI] – Ranger – Eredon Terrace

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Posted by: Zepher.7803

Zepher.7803

get rid of the yaks, the mechanics (ie scripting/pathing) were made by someone who was just learning that stuff.

OR actually look at the pathing and change it, I mean the unnecessary long paths some yaks take is ridiculous (why is there a gate at north bay when there’s nothing going there.

north hills, theres a way shorter path behind camp through the mobs.)

when a double yaks’ camp gets destroyed it magically loses it’s double supply it is carrying.

Guard level as we all know is worthless. the AI/difficulty is sub PvE heh.

the supply camps need a lot of work, so I say just get rid of them and put in generators

get rid of all upgrades, you get T2 doors walls and that’s it when it is yours.

otherwise we are going to be waiting forever if we want them to fix stuff and evolve the map/mechanics made by people who I am pretty sure don’t work for anet anymore.

Sincerly, Me.

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Posted by: caveman.5840

caveman.5840

war beast . a mini boss to help u fight

(edited by caveman.5840)