Piken Square [EU]
No WXP-Incresase for kills = Fail
Piken Square [EU]
It wouldn’t be fair to lower tier servers who doesn’t have as big zergs. Transferring to tier 1 shouldn’t make you automatically richer than someone in tier 9.
It wouldn’t be fair to lower tier servers who doesn’t have as big zergs. Transferring to tier 1 shouldn’t make you automatically richer than someone in tier 9.
I Totally Agree with you.
I also would like to Thank Arena net for this dramatiic change, in helping the Lower tier servers.
Wonderful thoughfulness..
and more wxp for capturing towers isn´t unfair for servers with low wvw-population who get karmatrained by servers with high wvw-population all day?
wvw is never fair, but i can´t understand why you get 200wxp for killing the ice worm (-> pve), while you get maximum 60 (if the foe does not die too often) for a kill (-> pvp)
the system is fail
everybody who is scouting and defending gets nothing, while the zerg gets wxp en mass for capping wodden towers. we need a solution for that or wvw will just become even more stupid karmatrain, than it is now
Piken Square [EU]
(edited by Fryggenbart.3907)
We have seen an Increase for most things in the recent update. But why do we still get only maximum 60wxp for a kill?
killing a dolyak, that does absolute nothing to defend itself gives you 50wxp. killing a NCP-sentry and cap the point gives you 100wxp. getting the dredge or the hylek gives you 200. this is pve-content!
WvW is a PvP-mode so killing other players should be more rewarding than killing stupid NPCs.
Why was there no increase in world-xp for kills, Devon Carver?And by the way…. i would like to have a 5% or 10% more wxp infusion for the omni-infusion-slot. would be more useful for me than 20% mf.
Agreed, good points man.
Beast mode
and more wxp for capturing towers isn´t unfair for servers with low wvw-population who get karmatrained by servers with high wvw-population all day?
wvw is never fair, but i can´t understand why you get 200wxp for killing the ice worm (-> pve), while you get maximum 60 (if the foe does not die too often) for a kill (-> pvp)
At least in North America that isn’t the case for lower WvW population servers.
The highest WvW level people are in the upper tiers. Clearly they’re better at farming the ice worm if it gives so much more XP than killing players.
lol, you really think, after all the recent “improvements” in wvw that Anet and Mr Devon Carter are trying to promote players fighting other players in wvw? Of course there was no increase in wxp gained from killing other players, the devs dont want us doing that. They want us all sat on siege or hitting doors, not going out and fighting each other in open combat. I’m actually surprised we still get some wxp from killing players.
hang on.. math…
wiping a 40 man zerg… maybe you tag 20. maybe theyre only worth 40 on average…
thats 800 wxp. same as a keep cap. you only got 1/2 of the possible tags and they werent maxed out on xp.
and you think players need their wxp buffed?
head here to discuss wvw without fear of infractions
I think a better way to do it would to increase the WxP each kill gives BUT divide up the WxP based on damage done or how many people get credit. This would help promote people running in small groups and you might get a few less people blobbing around the map. Of course there is still problems with that system but at least there would be some advantage to not mindlessly zerging all the time.
I like the concept of sharing a pool of wxp among the players that have contributed, whether it’s killing a player or an npc, or capping a tower.
For example, if a tower is worth 5000 wxp and a small group of 5 claim it, they get 1000 wxp each. If a 50 man zerg claims it, they get 100 each. This seems only fair, since the 5 man had to work way harder than the zerg.
While compelling in theory, the downside would be that this system would discourage cooperation. It’s pretty easy to envisage that 5-man group actively discouraging other people to join in on the cap (this is a polite way of saying that chat and mumble would get flooded with personal invective: “kitten-off this is OUR cap”. Probably not a path we want to go down…
Maguuma
Player kills already accounted for a substantial part of the WxP you earn as a WvW player – in fact, probably the majority of it. We already have problems with the WxP system promoting zerging and the repeated flipping of objectives, while offering almost zero incentive to defend or upgrade those objectives. I’m sorry, but not increasing the WxP for player kills was precisely the right call to make. It’s obvious to anyone who cares to look that certain activities in WvW are being very poorly rewarded when it comes to WxP – but killing players isn’t one of them.
it looks like all your servers have very much more (successful) zerg fights, than my server
here you get 80% of your wxp by pvd
Piken Square [EU]
I noticed more for kills, but maybe I was mistaken. “GvG” is prolly the reason if they didn’t increase it since they just sit there and farm each other.
Masters in Geek Mythology
YOU ARE NOT THE INVENTOR OF WORDS!!! lol
It wouldn’t be fair to lower tier servers who doesn’t have as big zergs. Transferring to tier 1 shouldn’t make you automatically richer than someone in tier 9.
But in the end, we fight more, die more and the encounters in general are more intense. So why are the pvdoor’rs in lower tiers going to be rewarded more?
New bunker meta sux
The game encourages casuals and care bears to run around holding hands, skipping and smacking doors as well as angry birds’ games -sieging-.
Just leave the game if you don’t like it. This won’t change.
I had more WXP from a couple of bats lingering over a sentry claim point than killing players. Madness.
Sorry, but theres ZERO denying games that have made open pvp about player kills and not 8 year old objective taking have lasted exponentially longer. Look it up. GW2 is WAR2. lol
I think a better way to do it would to increase the WxP each kill gives BUT divide up the WxP based on damage done or how many people get credit.
The choice to not have the game work like that was very specific, XP and loot work the same way.
the reason behind this is their design philosophy that “you should never be angry that a teammate comes to help you”. They don’t want to penalize a player because he received help, help he might not have felt he needed and/or wanted.
Northern Shiverpeaks