Please change the incentive system

Please change the incentive system

in WvW

Posted by: shadowraith.9124

shadowraith.9124

Currently your ability to get loot (and more importantly for some, badges) is determined by the amount of damage you do to as many people as possible.

This is wrong.

I personally would love to play my mesmer in a support/auxiliary role (focusing on clever tactics with portals/veils and using null field to rip off stability from the enemies) but I am punished for doing so as this style of play gets fewer tags than a GS shatter or mass-confusion build.

What’s more, in the aforementioned support role I am contributing infinitely more to the group than the damage builds. I’m sure there are other classes too which feel like they would be more effective playing in a way which wasn’t optimal for tagging and loot.

My suggestion is simple: tags by anyone in your party within 2000 range of you count as a tag for you. So if you have a party with a mix of DPS and support the loot is balanced across all of them and play can be more tactical and less focused on trying to tag everything you can.

This might even help a bit with people forming one massive laggy blob as moving slightly awayfrom tthe group to do something useful like destroying some siege or blocking a reinforcement route isn’t going to cost players loot.

Please change the incentive system

in WvW

Posted by: Neeho.3859

Neeho.3859

Killing people is the incentive. Badges/loot/coin/wvw points is just a bonus. If the loot is your incentive, roll a class that has ae.

Ho/Neeho/Zorho/Hodown/Ephodemic
[SoCo] Solum Contego SoCo loco style!
Yak’s Bend

Please change the incentive system

in WvW

Posted by: shadowraith.9124

shadowraith.9124

My point is that the rewards you mentioned are not evenly distributed. The people who chose to perform (vital) support roles are not rewarded as well as the people who just aoe. That’s a lazy system

Let’s make the comparison to the biggest mmo, wow, almost all the PvP rewards from wow are team based (win/loss bonuses) where as an individual kill nets you very little. This is so people people can do what they think will contribute most to overall victory and be well rewarded for it.

Personally I’d take badges and wvw exp away from kills and make it more about event rewards.

(edited by shadowraith.9124)

Please change the incentive system

in WvW

Posted by: Aberrant.6749

Aberrant.6749

My point is that the rewards you mentioned are not evenly distributed. The people who chose to perform (vital) support roles are not rewarded as well as the people who just aoe. That’s a lazy system

Let’s make the comparison to the biggest mmo, wow, almost all the PvP rewards from wow are team based (win/loss bonuses) where as an individual kill nets you very little. This is so people people can do what they think will contribute most to overall victory and be well rewarded for it.

Personally I’d take badges and wvw exp away from kills and make it more about event rewards.

60WXP per kill + loot bag chance is a lot if you’re doing ZvZ… but if you’re roaming and killing resuppliers/yak’s that’s going to be your main source of WXP & loot (also an important job). Nerfing the kill rewards would make that thankless job now less rewarding. I hear more “great portals” or “great pulls” than I ever have “nice job slapping those yaks for a solid 4 hours straight.”

As a mesmer have you tried getting reflections on focus skills? With good placement that’s great support and will tag many of your opponents (it’s like a less obvious feedback). The curtain is a little low so where you place it is very important.

However… I do agree that the events themselves should reward more than they currently do. IMO it’s not so much that kill rewards need to be nerfed as it is that ALL the WvW rewards need to be increased up to what killing rewards are now. It would help support people like yourself as well as bring the rewards from WvW up closer to what you get in PvE.

WoW and GW2 WvW are very different. WoW games are short (at least they were when I plaid it back in the day). There were some epic 3-4 day long AV matches though… but no one really got a lot of rewards from those either.

They did mention something a little while ago about giving more rewards for participation (more to first place etc.) which would also help. I don’t know if it’ll be enough to even it out with PvE… but we’ll have to wait and see what they do.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Please change the incentive system

in WvW

Posted by: bhagwad.4281

bhagwad.4281

Thank god I finally have my gift of battle. Now I never need to enter WvW again and can stick to sPvP and PvE. Seriously – WvW is all about zerging that takes no skill and you’re not even given the illusion of making a difference. And if you solo roam, scout etc you get no rewards worth your time.

Leave WvW to those who seem to think that “fun” is a good enough reason. The rest of us won’t waste our time there with such poor incentives and no scope for skilled play.

Please change the incentive system

in WvW

Posted by: shadowraith.9124

shadowraith.9124

60WXP per kill + loot bag chance is a lot if you’re doing ZvZ… but if you’re roaming and killing resuppliers/yak’s that’s going to be your main source of WXP & loot (also an important job). Nerfing the kill rewards would make that thankless job now less rewarding.

But that’s just it. Smaller events like killing cows and flipping camps would also yield good badges and exp, not the kills. The rewards will be linked to successfully achieving things that assist your team and earn points rather than for aoe tagging.

It’s really easy to implement too.

All the naff loot can still drop from kills if needs be but badges and wvw exp should be from events (or at least implement party tagging).

Please change the incentive system

in WvW

Posted by: frostshade.3617

frostshade.3617

Thank god I finally have my gift of battle. Now I never need to enter WvW again and can stick to sPvP and PvE. Seriously – WvW is all about zerging that takes no skill and you’re not even given the illusion of making a difference. And if you solo roam, scout etc you get no rewards worth your time.

Leave WvW to those who seem to think that “fun” is a good enough reason. The rest of us won’t waste our time there with such poor incentives and no scope for skilled play.

Nice rage from the unexperienced and ignorant … youve never played in an organozed evw guild anyways…. op in a resent state of the game for wvw I believe it was mentioned they wanted to make it better for support roles so they can get loot and wxp and it was something they were gonna work on

commander frostseir(sylvari,guardian) commander frostetics(norn,ele)
Os guild

Please change the incentive system

in WvW

Posted by: Teevell.1684

Teevell.1684

Maybe instead of taking rewards away from killing people, they should add them for capturing points and achieving other WvW objectives. So you get x number of badges if you help capture a camp or defend one. Maybe like 1 badge if you kill a guard, 2 if you help defend him—that might make more incentive for people to actually try and hold points, give the roamers a better chance to acquire badges and loot as they go about flipping camps (and might give them more of a challenge because they’ll be people defending the camps then, too). The biggest problem I would see with that is server imbalance, though at least a group can still get badges and loot for capturing, even if they loose the point a few minutes later.

Tarnished Coast

Please change the incentive system

in WvW

Posted by: Teevell.1684

Teevell.1684

Thank god I finally have my gift of battle. Now I never need to enter WvW again and can stick to sPvP and PvE. Seriously – WvW is all about zerging that takes no skill and you’re not even given the illusion of making a difference. And if you solo roam, scout etc you get no rewards worth your time.

Leave WvW to those who seem to think that “fun” is a good enough reason. The rest of us won’t waste our time there with such poor incentives and no scope for skilled play.

Because I’ve never been zerged in sPvP…just saying, that modes about the numbers just as much as WvW is sometimes.

Tarnished Coast

Please change the incentive system

in WvW

Posted by: shadowraith.9124

shadowraith.9124

Maybe instead of taking rewards away from killing people, they should add them for capturing points and achieving other WvW objectives. So you get x number of badges if you help capture a camp or defend one. Maybe like 1 badge if you kill a guard, 2 if you help defend him—that might make more incentive for people to actually try and hold points, give the roamers a better chance to acquire badges and loot as they go about flipping camps (and might give them more of a challenge because they’ll be people defending the camps then, too). The biggest problem I would see with that is server imbalance, though at least a group can still get badges and loot for capturing, even if they loose the point a few minutes later.

Because then anet would feel like people were getting too many badges. There needs to be a compromise.

I’d envisage something like:

2 badges per cow

4 for a camp

12 for a tower

25 for a keep

40 for garrison

0 for kills.

And WvW exp scaled the same way.

It would probably end up being the same rate as the current system except everyone would be rewarded equally.

The only problem would be people going round and tagging events and claiming easy rewards so they’d need some rules around that

Please change the incentive system

in WvW

Posted by: Teevell.1684

Teevell.1684

Maybe instead of taking rewards away from killing people, they should add them for capturing points and achieving other WvW objectives. So you get x number of badges if you help capture a camp or defend one. Maybe like 1 badge if you kill a guard, 2 if you help defend him—that might make more incentive for people to actually try and hold points, give the roamers a better chance to acquire badges and loot as they go about flipping camps (and might give them more of a challenge because they’ll be people defending the camps then, too). The biggest problem I would see with that is server imbalance, though at least a group can still get badges and loot for capturing, even if they loose the point a few minutes later.

Because then anet would feel like people were getting too many badges. There needs to be a compromise.

I’d envisage something like:

2 badges per cow

4 for a camp

12 for a tower

25 for a keep

40 for garrison

0 for kills.

And WvW exp scaled the same way.

It would probably end up being the same rate as the current system except everyone would be rewarded equally.

The only problem would be people going round and tagging events and claiming easy rewards so they’d need some rules around that

I don’t know if that would work either, because if you make it so many for the large objectives, it’ll encourage more zerging, no one will roam anymore. The example I gave was just the first thing off the top of my head, Anet would need to figure out a way to balance it. Maybe make it a per day from objectives thing. Like two from each camp captured, per day, then after that any time you re-capture a camp it doesn’t give you badges until the next day. Or I suppose they could just give us separate WvW dailies that award badges.

Tarnished Coast