Player kills should be worth more WXP in EOTM
Should just make a map that’s one empty rectangle with 1000 players on each side who crash into each other over and over again. Make bags drop legendaries.
Epic scale fights we always wanted.
I think it should be a 100 times more WXP and everyone should kitten full stacks of badges when they die. It’s the ultimate WvW experience.
all is vain
Should just make a map that’s one empty rectangle with 1000 players on each side who crash into each other over and over again. Make bags drop legendaries.
Epic scale fights we always wanted.
With no siege.
aww, the lewtbags!
One of the things that DAOC did to help separate people from the Zergs is divide up the rewards for killing people based on who hit the person.
For example… in GW2…if 60 people unload on someone, all 60 people get whatever that person is worth in terms of WXP, so lets say 50 points..
Now if a solo person was to come along and kill that person, They’d get 50 points….So Zerging its more profitable the more people you have in the long run.
in DAOC, it was the opposite, if 60 people unloaded on someone, They might give 5 or 6 RPs a piece… however..if a solo person kill someone solo, They got 2k RP’s
Xsorus – Ranger PvP movies Creator of the BM Bunker
There should be more wxp for player kills in wvw in general not just EotM. The primary action that should take place in wvw is players fighting players. If part of the actual scoring system was based around player kills, people would also be more likely to play wvw and enjoy it more. As well as other things.
Commander
There should be more wxp for player kills in wvw in general not just EotM. The primary action that should take place in wvw is players fighting players. If part of the actual scoring system was based around player kills, people would also be more likely to play wvw and enjoy it more. As well as other things.
Zergy server says more rewards for zerging.
Got it.
The main challenge with raising the rewards for player kills is that not all kills are equal.
some require herculean efforts, some are acquired with no effort or risk at all.
If there was a better way of evaluating that, then a scaling reward would be great. without it, all it does is reward the zerg for zerging, and there’s already way more than enough of that.
Northern Shiverpeaks
The main challenge with raising the rewards for player kills is that not all kills are equal.
some require herculean efforts, some are acquired with no effort or risk at all.
If there was a better way of evaluating that, then a scaling reward would be great. without it, all it does is reward the zerg for zerging, and there’s already way more than enough of that.
Your answer to that is:
One of the things that DAOC did to help separate people from the Zergs is divide up the rewards for killing people based on who hit the person.
For example… in GW2…if 60 people unload on someone, all 60 people get whatever that person is worth in terms of WXP, so lets say 50 points..
Now if a solo person was to come along and kill that person, They’d get 50 points….So Zerging its more profitable the more people you have in the long run.
in DAOC, it was the opposite, if 60 people unloaded on someone, They might give 5 or 6 RPs a piece… however..if a solo person kill someone solo, They got 2k RP’s
Unstable Shield, Unstable Light
unfortunately that breaks one of Anet’s main design principles: always be happy that someone comes to help you.
tying it directly to ‘points divided by players’ would lead to a lot of QQ when someone jumps in at the last minute to tag your enemy and cuts your reward in half.
Also, it only addresses one of the factors.. it doesn’t take into account how many players were on the other side of the fight(4 players killing 1 of 1 is a lot easier than 4 players killing 1 of 25), differences in stats due to bloodlust, level, quality of equipment, etc..
if there was a simple one-size-fits-all solution, they would’ve thought of it long ago.
Northern Shiverpeaks
There should be more wxp for player kills in wvw in general not just EotM. The primary action that should take place in wvw is players fighting players. If part of the actual scoring system was based around player kills, people would also be more likely to play wvw and enjoy it more. As well as other things.
Zergy server says more rewards for zerging.
Got it.
Great job assuming that I like to zerg. I dont. I spend most of my time in small groups. Rewards for player kills in many cases rewards smaller group and individuals and allows for better contribution. Most importantly it encourages pvp.
It also allows several smaller group to be very effective and contribute more. Several smaller groups could more effectively cover the map and kill enemy players in multiple locations. Contributing more and being rewarded for not being in the mindless zerg. Not that everyone in a zerg is mindless.
Commander
unfortunately that breaks one of Anet’s main design principles: always be happy that someone comes to help you.
tying it directly to ‘points divided by players’ would lead to a lot of QQ when someone jumps in at the last minute to tag your enemy and cuts your reward in half.
Also, it only addresses one of the factors.. it doesn’t take into account how many players were on the other side of the fight(4 players killing 1 of 1 is a lot easier than 4 players killing 1 of 25), differences in stats due to bloodlust, level, quality of equipment, etc..
if there was a simple one-size-fits-all solution, they would’ve thought of it long ago.
The ratio for this to happen doesn’t have to be linear, as in having 1-4 people(as in a single group) attacking the person you kill shouldn’t halve or 1/5th the amount of points you get, but say 5-10 is 3/4 the amount, 10-20 is 1/2, 20-30 is 1/4 and so on.
Unstable Shield, Unstable Light