(edited by dragonrage.8921)
New wvw point tick system
Nice idea, but bigger differs on reward if its upgraded or not, same with if its defended or not, something like 10-50% paper – fully upgraded and 0-80% 0defenders=0% zone blob=80%. So taking a paper tower with 0defenders would give you 10% in reward of what you get now, if its fully upgraded and pip pip off defenders you get 120% off what you get now.
Same for defense, if you defend a fully upgraded Camp against 25players + should give more then defending a paper Keep against 5players.
(edited by Shadow.3475)
A good idea, but it doesn’t go far enough. Delaying by 15 minutes the start of the PPT tally from a captured objective is just that; a delay (and not very much of a delay). The blobbing server is still going to amass a runaway score; just minus a single 15 minute tick of PPT.
Also, servers will still earn PPT from passive play. That is to say, a server expends effort in a singular event (the capture of an objective), yet is rewarded PPT every 15 minutes thereafter at no additional cost. It’s free points for essentially doing nothing. In essence, very little changes.
Instead, captured objectives should earn zero (0) PPT so long as they remain un-upgraded. With each upgrade completed, the objective begins earning more and more PPT. To get the full potential PPT from the fortification requires fully upgrading it. This encourages servers to take an active role in earning PPT through continued effort (ordering upgrades and ensuring supply flows to the fortification to build the upgrades). To make the capture of an objective meaningful, an instant reward of X World Score points is granted at the moment of capture (but only if actively defended by real players).
The additional benefit of such a system is it allows the outnumbered server to counter their opponents PPT earning potential. The outnumbered players may not have the means to capture back the tower or the keep. However, they can kill Dolyaks and capture supply camps. Doing so cuts off the supply needed to complete upgrades; upgrades which earn PPT.
The smaller group now has the potential to stop the larger group from amassing a huge point lead. If they play smart, under this new system their actions will have a direct and measurable impact on their opponent’s score versus being totally pointless as exists under the current system.
All of the preceding is wholly appropriate in a competitive game mode; action = reward, inaction = no reward and options exist for countering the actions of an opponent.
The following threads discuss these issues in detail:
https://forum-en.gw2archive.eu/forum/wuv/wuv/Nerf-the-domination-of-Coverage/3462968
https://forum-en.gw2archive.eu/forum/wuv/wuv/Proposal-How-to-fix-the-PPT-system/3941295
Nice idea, but bigger differs on reward if its upgraded or not, same with if its defended or not, something like 10-50% paper – fully upgraded and 0-80% 0defenders=0% zone blob=80%. So taking a paper tower with 0defenders would give you 10% in reward of what you get now, if its fully upgraded and pip pip off defenders you get 120% off what you get now.
Same for defense, if you defend a fully upgraded Camp against 25players + should give more then defending a paper Keep against 5players.
I had suggested elsewhere that an attacker who captures an actively defended fortification would earn World Score points for doing so. The more upgrades built at the fortification, the more points they earn.
I had also suggested defenders earn World Score points for their server for each successful “Defend the X” event. I could see a similar scaling system applied to defense. For every 5 enemy players attacking the fortification – rounded up – the defenders earn 1 additional World Score point.
How about a 1 hour tick? This would give people time to strategise and plan for 5-to-the-hour rushes and defences.
How about:
After every hour of (not switched) control of an objective you get score from it, but if that object has no WP and never had an defense event in that hour it only generates 1/5 of score, i.e. regularly switching objectives do not generate score for anyone and never attacked objectives without WP only have a reduced score.
To reduce the possibility of a saboteur/spy to generate score for the opponent only defense events that involve ramm or catapult damage or reduce a wall with a treb by at least 50% are counting.
(edited by Dayra.7405)