Pips should be based on active gameplay

Pips should be based on active gameplay

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Posted by: DavyMcB.1603

DavyMcB.1603

For ex, you flip a camp, you get a buff that gives you +1 pip for 5 mins, if 5 mins pass and you dont flip another camp, you lose that pip. say the same for +2 pips for tower, +3 for keep, +1 for killing player, +1 for killing yak, etc etc.

This way, it will force people to constantly do something instead of just flip 1 camp then afk. The outnumberd buff can be something like if you have 3 active buffs while being outnumbered, you gain +3 pips.

This way, it will make people play, and make the reward track( tickets) more achievable and less tedious if you are particularly active.

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Posted by: Dawdler.8521

Dawdler.8521

No, this is a really bad idea. Because there’s only so much activity that can happen, you are basicly gonna lock points to the players that where lucky enough to be first. That’s not activity – that’s pure luck. If you cant cap a tower because the last enemy tower was just capped by a random group and the enemy goes “meh we aint gonna recap that for 10 minutes”, then what?

WvW is supposed to be about the gameplay mode. The war between 3 servers and how you strategically and tactically work your way around the battlefield, attacking and defending objectives so your server can win and fighting the enemies wherever they are.

This focus on pips is starting to get stupid.

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Posted by: DavyMcB.1603

DavyMcB.1603

No, this is a really bad idea. Because there’s only so much activity that can happen, you are basicly gonna lock points to the players that where lucky enough to be first. That’s not activity – that’s pure luck. If you cant cap a tower because the last enemy tower was just capped by a random group and the enemy goes “meh we aint gonna recap that for 10 minutes”, then what?

WvW is supposed to be about the gameplay mode. The war between 3 servers and how you strategically and tactically work your way around the battlefield, attacking and defending objectives so your server can win and fighting the enemies wherever they are.

This focus on pips is starting to get stupid.

You are contradicting yourself. How are tower capturing, camp flipping, dolyak killing etc etc not a game mode? Because those are literally the whole point of wvw. And in case you dont know, they contribute to wvw match score.

I’m on a tier 1 match and even if we’re roflstomping the other 2, there are still LOT of things to do. Say, if i reward 1 pip for each activity, fliiping a camp, kill yak, take sentry, kill player. That’s already 4 pips. And those are like SUPER abandant things you can do in Wvw. Also, defending tower? +pips. Trying to take tower? Also +pips (those things even count as events).

The only situation where you end up having “nothing to do” is if your setver capture every tower, every keep, every camp, every sentry and every merc base. Even then you can still run dolyak, kill players, defend things and what not.

Think about it. Don’t be biased and get triggered on anything having the word pip in it.

(edited by DavyMcB.1603)

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Posted by: Tongku.5326

Tongku.5326

No, this is a really bad idea. Because there’s only so much activity that can happen, you are basicly gonna lock points to the players that where lucky enough to be first. That’s not activity – that’s pure luck. If you cant cap a tower because the last enemy tower was just capped by a random group and the enemy goes “meh we aint gonna recap that for 10 minutes”, then what?

WvW is supposed to be about the gameplay mode. The war between 3 servers and how you strategically and tactically work your way around the battlefield, attacking and defending objectives so your server can win and fighting the enemies wherever they are.

This focus on pips is starting to get stupid.

I think everything should be earned on active gameplay. Durations and limitations are debatable and can be adjusted. Nothing should be gained by AFKing in spawn or keep.

Heavy Deedz – COSA – SF

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Posted by: Rhiannon.1726

Rhiannon.1726

Active Gameplay doesn’t necessarily mean flipping camps and towers. This idea would just encourage people to “karma train”.

What if nearly everything on the map belongs to your server and you just fight the other blob the whole evening?
In this case you would just get the +1 for killing players.

There are also people who scout, build siege and escort yaks.

There are lots of different ways to keep up participation. People shouldn’t be “forced” to e.g. capture a tower/camp. Maybe there isn’t anything to capture or you are busy defending your garrison the whole evening…

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Posted by: MomentofWeakness.1246

MomentofWeakness.1246

For ex, you flip a camp, you get a buff that gives you +1 pip for 5 mins, if 5 mins pass and you dont flip another camp, you lose that pip. say the same for +2 pips for tower, +3 for keep, +1 for killing player, +1 for killing yak, etc etc.

This way, it will force people to constantly do something instead of just flip 1 camp then afk. The outnumberd buff can be something like if you have 3 active buffs while being outnumbered, you gain +3 pips.

This way, it will make people play, and make the reward track( tickets) more achievable and less tedious if you are particularly active.

Bad idea especially since this could penalize players for a lack of activity from the OTHER two servers they are up against. Plus penalizing people in general is not perceived well and I only think it works in the most competitive places such as PvP leaderboards. WvW has a more diverse population in terms of play style so this wouldn’t work well.

Its Choo – 250,000 Kills in WvW and Counting…
WvW Commander – NA PST
Sexiest Level 80 Charr Guardian In The Game

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Posted by: Dawdler.8521

Dawdler.8521

No, this is a really bad idea. Because there’s only so much activity that can happen, you are basicly gonna lock points to the players that where lucky enough to be first. That’s not activity – that’s pure luck. If you cant cap a tower because the last enemy tower was just capped by a random group and the enemy goes “meh we aint gonna recap that for 10 minutes”, then what?

WvW is supposed to be about the gameplay mode. The war between 3 servers and how you strategically and tactically work your way around the battlefield, attacking and defending objectives so your server can win and fighting the enemies wherever they are.

This focus on pips is starting to get stupid.

You are contradicting yourself. How are tower capturing, camp flipping, dolyak killing etc etc not a game mode? Because those are literally the whole point of wvw. And in case you dont know, they contribute to wvw match score.

I’m on a tier 1 match and even if we’re roflstomping the other 2, there are still LOT of things to do. Say, if i reward 1 pip for each activity, fliiping a camp, kill yak, take sentry, kill player. That’s already 4 pips. And those are like SUPER abandant things you can do in Wvw. Also, defending tower? +pips. Trying to take tower? Also +pips (those things even count as events).

The only situation where you end up having “nothing to do” is if your setver capture every tower, every keep, every camp, every sentry and every merc base. Even then you can still run dolyak, kill players, defend things and what not.

Think about it. Don’t be biased and get triggered on anything having the word pip in it.

I thought about it and rejected it.

You werent suggesting 1 action bring 1 pip in the OP – you where suggesting a continous method for holding your pips hostage on your previous activity until you did your next activity.

Either way it’s still a bad idea because all it does is creating a toxic enviroment where everything that doesnt generate pips is going to looked down upon. WvW is supposed to be what we make of it. Not just do X to get pip. Pips doesnt improve WvW in the slightest. At least the general participation still give them even if you do something like keeping an eye on a keep for 5 minutes. Would you call that non-participation? Because it doesnt give you defense points, it doesnt give you kills, it doesnt give you any points at all. But it’s still WvW.

(edited by Dawdler.8521)

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Posted by: Ok I Did It.2854

Ok I Did It.2854

https://forum-en.gw2archive.eu/forum/game/wuv/Suggestion-pips-for-killing-enemies/first#post6612237

I made a suggestion to promote the pips for actually fighting enemies, and not stand around afk all day.

You cant add pips for capping, it would lead to 1 massive K-train where no one would ever fight, we need rewarded for actual game play.

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I’d be more in favor of PiP acquisition given participation level, as to thwart those hanging around at spawn picking their noses.

Your point OP partly address this. As long as players are out in WvW doing what it was designed to do, their participation will remain maxed and so will their PiP acquirement.

Those who choose to sit in spawn taking up space providing no help will get nothing. At least this is how I think it should work. Last night we lost a keep due to about 25 people sitting around in spawn doing nothing just leeching.

When there is literally no activity going on in WvW, then the following has happend:
- A server blobbed everything down, owns everything and now has squat to do, keeping their participation at 0 keeping their PiPs at 0. The players on the opposing server don’t want to deal with their blob so they vanish leaving nobody to fight. Then rightfully so, the blobbing server gets nothing.

It’s the perfect plan, tie the PiP acquirement strictly to the participation level. That way it will keep the spawn leechers away.

Edit – for those that say “what about scouts”? Answer – shared participation, problem solved. The real goal here is to keep the leechers off the map. I think some people seem to also be getting confused with “not being able to do anything” based on getting smashed by the other 2 servers. You still gain participation even if you actively try to fight and take stuff and continually get rolled over.

(edited by DeadlySynz.3471)

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Posted by: Sarrs.4831

Sarrs.4831

Participation in general should be based on active gameplay.

If you kill a sentry, it shouldn’t reset your timeout timer to 10min. It should give you a minute or so but not let you completely ignore restoring your participation.

Nalhadia – Kaineng

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Posted by: IndigoSundown.5419

IndigoSundown.5419

The new system already overly stresses the zerg. The OP’s iteration does not sound like a move in the other direction.

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Posted by: DavyMcB.1603

DavyMcB.1603

I’d be more in favor of PiP acquisition given participation level, as to thwart those hanging around at spawn picking their noses.

Your point OP partly address this. As long as players are out in WvW doing what it was designed to do, their participation will remain maxed and so will their PiP acquirement.

Those who choose to sit in spawn taking up space providing no help will get nothing. At least this is how I think it should work. Last night we lost a keep due to about 25 people sitting around in spawn doing nothing just leeching.

When there is literally no activity going on in WvW, then the following has happend:
- A server blobbed everything down, owns everything and now has squat to do, keeping their participation at 0 keeping their PiPs at 0. The players on the opposing server don’t want to deal with their blob so they vanish leaving nobody to fight. Then rightfully so, the blobbing server gets nothing.

It’s the perfect plan, tie the PiP acquirement strictly to the participation level. That way it will keep the spawn leechers away.

Edit – for those that say “what about scouts”? Answer – shared participation, problem solved. The real goal here is to keep the leechers off the map. I think some people seem to also be getting confused with “not being able to do anything” based on getting smashed by the other 2 servers. You still gain participation even if you actively try to fight and take stuff and continually get rolled over.

This. Totally. It seems like many people here don’t even know what gives credit in wvw besides tower capturing.

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Posted by: Roxanne.6140

Roxanne.6140

snip

When there is literally no activity going on in WvW, then the following has happend:
- A server blobbed everything down, owns everything and now has squat to do, keeping their participation at 0 keeping their PiPs at 0. The players on the opposing server don’t want to deal with their blob so they vanish leaving nobody to fight. Then rightfully so, the blobbing server gets nothing.

The real goal here is to smash the blobbing server so that all servers become dead. snip

Edited for fairness, openness and peace in the world.


gaem not made for mi
===========

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Posted by: apharma.3741

apharma.3741

This is a bad idea for 2 reasons.

1. As stated above by a few people it promotes a karma train where you have zergs of people running around in circles capturing but not defending anything. This isn’t what WvW is supposed to be about, it’s supposed to be about capturing and holding.

2. There’s a lot of necessary tasks that are kind of dull but have a huge impact on the performance of a server, your “idea” would eliminate all reward from this. Having 5 people capture the camp south of hills/bay, stick packed dolyaks and give them swiftness, escort and defend the camp Vs roamers can give you a WP in those keeps pretty fast. That is a huge advantage without mentioning that if that is kept up the keep becomes incredibly difficult to take as it gets resupplied much quicker and so repaired fully after assaults.

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Posted by: DavyMcB.1603

DavyMcB.1603

This is a bad idea for 2 reasons.

1. As stated above by a few people it promotes a karma train where you have zergs of people running around in circles capturing but not defending anything. This isn’t what WvW is supposed to be about, it’s supposed to be about capturing and holding.

2. There’s a lot of necessary tasks that are kind of dull but have a huge impact on the performance of a server, your “idea” would eliminate all reward from this. Having 5 people capture the camp south of hills/bay, stick packed dolyaks and give them swiftness, escort and defend the camp Vs roamers can give you a WP in those keeps pretty fast. That is a huge advantage without mentioning that if that is kept up the keep becomes incredibly difficult to take as it gets resupplied much quicker and so repaired fully after assaults.

sigh… it seems like people on here dont read. I literally put escorting dolyak as an example to give pips…

besides, you can prioritize number of pips to emphasize importance. Not everything has to give equal pips. You can make defending stuff reward more pips etc etc etc

Also, I would rather have a wvw with people running around doing things than afkers that just keep increasing and increasing… like that is anyway a better situation that doesnt need fixing.

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Posted by: apharma.3741

apharma.3741

For ex, you flip a camp, you get a buff that gives you +1 pip for 5 mins, if 5 mins pass and you dont flip another camp, you lose that pip. say the same for +2 pips for tower, +3 for keep, +1 for killing player, +1 for killing yak, etc etc.

This way, it will force people to constantly do something instead of just flip 1 camp then afk. The outnumberd buff can be something like if you have 3 active buffs while being outnumbered, you gain +3 pips.

This way, it will make people play, and make the reward track( tickets) more achievable and less tedious if you are particularly active.

No, you didn’t, this is your post it mentions nothing about escorting yaks giving pips or defending something like a camp for an hour against the maybe 5 attempts to flip it.

(edited by apharma.3741)

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Posted by: Dawdler.8521

Dawdler.8521

sigh… it seems like people on here dont read. I literally put escorting dolyak as an example to give pips…

besides, you can prioritize number of pips to emphasize importance. Not everything has to give equal pips. You can make defending stuff reward more pips etc etc etc

Also, I would rather have a wvw with people running around doing things than afkers that just keep increasing and increasing… like that is anyway a better situation that doesnt need fixing.

You see you are still saying doing things. WvW isnt a constant barrage of doing things. It’s a 24/7 war. What you are suggesting is that we segregate the community for doing the things.

Lets take the case of defense. Someone just took the east camp. What do you do? Well the logical thing is this – either they are going north camp or the east tower. Say you head for the tower as it’s T3. You get there, a zerg comes up the hill… You say “zerg heading toward east tower, 40+”. Commander take note and start heading toward your location. Unfortunetly, the zerg heads to north camp instead. They never contest the tower. The zerg sees your zerg coming, chickens out and port to spawn. Our scenario for the first player end there.

In the same time, a single ganker thief on a full trailblazer/dire poison build killed someone that was AFK near the enemy spawn.

Basicly, what you are suggesting is that the first player did no activity whatsoever and didnt play WvW while the second player fully deserves his 1 pip for his awesome challenging kill and WvW activity.

That’s what this sort of point system would cause. Because it’s not bloody easy to say what “attacking” is, what “defending” is or what any activity actually is.

Under the current system, yes the second player would get a little more participation and WxP but chances are both gain the same amount of pips for their 5 minutes spent in WvW, assuming equal rank.

Do you still not see the flaw of your activity system?

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Posted by: Luci.7018

Luci.7018

If a Commander has 15+ ppl on his party ,then every1 on that party can report afkers .
If that person stays afk for 6 min in the span of 15 mins (walk for 2 min > do something >then stay afk for 2 min) , then a slowwwwwWWwwwWWWWW paced old senile citizen that wears a raincoat (that can been seen on your minimap) . will hunt you for 1 hour and if it touches you it will start the Bar Reward Degeneration that cant be stopped , forcing you to PLAY EVEN MORE

(let him touches you…it offer candies…)

If you near the commander , or help him capture 3x Keep/Castles or collect xxx amount of participation in xxx amount of time , you loose the debuff

Edit: Or B :
They mark you and you can been seen on the minimap …and the commander (he must be the first to touch you) and the rest of the party can ’’drain’’ your participation , every 5 min if you have the debuff and you are ‘’afk/still’’ at that momment (run to ther direction!) .
(inside the red enemies captured points + killing the an emeny player + 3 min afterwards > you are immune to drain)

On break

(edited by Luci.7018)

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Posted by: Feanor.2358

Feanor.2358

No, this is a really bad idea. Because there’s only so much activity that can happen, you are basicly gonna lock points to the players that where lucky enough to be first. That’s not activity – that’s pure luck. If you cant cap a tower because the last enemy tower was just capped by a random group and the enemy goes “meh we aint gonna recap that for 10 minutes”, then what?

WvW is supposed to be about the gameplay mode. The war between 3 servers and how you strategically and tactically work your way around the battlefield, attacking and defending objectives so your server can win and fighting the enemies wherever they are.

This focus on pips is starting to get stupid.

You are contradicting yourself. How are tower capturing, camp flipping, dolyak killing etc etc not a game mode? Because those are literally the whole point of wvw. And in case you dont know, they contribute to wvw match score.

You’re missing the point. What if there are no towers to capture and yaks to slap? Your idea would be better off working like karma gains. You do the event (tower capture/def, etc.), you gain pips. Otherwise you can end up in a bad position where you can’t earn any pips because your world already holds everything.

Additionally, in the way you worded it, suppose you capture a camp, a tower and a keep in two minutes. You have zero incentive to participate more for the current tick – you won’t gain any more pips and you may even hinder your pips for the next tick (because you already captured the objectives you otherwise would).

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Posted by: Turk.5460

Turk.5460

…This focus on pips is starting to get stupid.

Winner winner, chicken dinner.

Before the update, I called [Outnumbered] buff in team chat. To alert other players we may need more, and to alert fight commanders that their guild might get some action. Now I call [Outnumbered] and the selfish pip-holes rage at me for ruining their +5.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

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Posted by: smithkt.8062

smithkt.8062

I understand the frustration with the true afk people, but let me throw another scenario out there for which your system would penalize an active player. I had this happen yesterday.

I was actively playing and got my participation up to 6 while queued to a different map. My queue pops. I switch maps. The commander is on the northern part of the enemy map. I start making my way up there. I get ganked on the way. I make several more attempts and get ganked each time despite using several different routes. (These are not 1 v 1. Always at least a 3 v 1) I try to defend the spawn camp. 6 v 1 fails. So despite my active playing, because I have not had any successful player kills or events, my activity timer has started to decay and I am now down to tier 5.

However, I am still earning pips. Under your proposed system, I would not be despite not being afk.

How about the guys and girls that volunteer to scout structures? They shouldn’t earn anything? In the current system, using squad participation, they can get their tier up above 3 and earn pips while providing a valuable service. Under your system, these people would be considered afk unless an enemy attacks the structure so they can get credit for a repel event.

Your system shifts the goals to keeping your personal activity level up rather than contributing to the overall success of the server which in turn could lead to more pips for everyone.

I don’t think there is a perfect solution. If they are just trying to afk for pips while their activity timer runs down, they should just move to OS. You still earn the pips there and don’t clog the queue.