I believe that the new upgrade system is harming the WvW more than doing it any good and here is why:
- Before HoT many players were spending time upgrading objectives, guarding dollies and speeding up workers.
- Planning strategy what upgrades to start, when and in which order was part of the deal. Available supply played big part of that.
- Escorting dollies and keeping camps secure was important.
- Possibility to deny supplies and basically stop upgrades/repairs was valid offensive tactic.
In above you see game what was running inside many maps and provided stuff to do for many people – daily. Only bad part of that was the gold people had to spend to actually start the upgrades.
What we have now is totally different. It is automatic, brings all upgrades in few big bundles and offers about zero stuff to do to anyone.
I agree that it was good decision to ditch the gold in upgrades, but I disagree with the automation.
This is how I would had done it:
- Exactly same system than before, including the supply management and individual single upgrades.
- Started from quartermaster – by player – like before.
- All upgrades free of charge.
- To able to start certain upgrade you need certain WvW ability and high enough rank for that.
- 4 new WvW ability skills: camp upgrades, tower upgrades, keep upgrades and castle upgrades. 1st being cheapest and last being most expensive.
- Each new ability should contain as many ranks as there is tiers in that objectives upgrades.
- Unlocking ability to upgrade camp with tier1 upgrade could cost 2 world ability points.
- Unlocking ability to upgrade camp with tier2 upgrade could cost 3 world ability points.
- Unlocking ability to upgrade tower with tier1 upgrade could cost 5 world ability points.
- Unlocking ability to upgrade tower with tier2 upgrade could cost 10 world ability points.
- Unlocking ability to upgrade tower with tier3 upgrade could cost 20 world ability points.
- Unlocking ability to upgrade keep with tier1 upgrade could cost 10 world ability points.
- Unlocking ability to upgrade keep with tier2 upgrade could cost 20 world ability points.
- Unlocking ability to upgrade keep with tier3 upgrade could cost 40 world ability points.
- Unlocking ability to upgrade castle with tier1 upgrade could cost 20 world ability points.
- Unlocking ability to upgrade castle with tier2 upgrade could cost 40 world ability points.
- Unlocking ability to upgrade castle with tier3 upgrade could cost 80 world ability points.
Benefits of adding the system:
- Sink of 250 (in example) ability points created.
- Totally new people can not mess with upgrades by accident and are “guided” to start from camps by using lowest cost on those.
- More communication between newer and older players about the upgrades and tips and tricks related to those.
- Being able to unlock abilities is rewarding to players and offers them goals (this is one of the other reasons why I really didn’t get why guard stacks were removed but is another issue there…)
…and that’s pretty much covers what I wanted to say. Shield for escorted yaks was one of the good updates of the expansion. Too bad the functionality was undermined with the automatic upgrades themselves.
…also it is much more inviting to defend something where someone has actually invested some time and effort into, than a thing what has no meaning to anyone except in scoreboard – maybe.
(edited by Noblehawk.8036)