Points and Player/Guild/Server Gratification

Points and Player/Guild/Server Gratification

in WvW

Posted by: VaticanIscariot.1732

VaticanIscariot.1732

How do you think this would affect WvW?

I think towers and keeps should be worth more the longer it is under the control of one server. Every tick (or whatever interval that is deemed acceptable), its worth towards server points should be increased. There should also be diminishing value and/or a cap to prevent it from going to infinity (unless you think its a good idea). The values should be tweaked of course. When it changes hands, it will revert back to 1st tick value. The value of each tower/Keep should be shown on the big map.

Tower under enemy control
1st tick: 10 points
2nd tick: 12 points
3rd tick: 14 points
4th tick: 16 points
5th tick: 18 points
6th tick: 20 points
7th tick: 21 points (deminished value)
8th tick: 22 points

Let’s say, your server decides to attack the enemy tower mentioned above at the 7th tick and take it. Your server will instantly get 21 points as a reward and it will reset back to 1st tick point while in your possession.

I also think being in or around a high tick property that your server owns, should give you non-combat buffs like Magic Find to give you some personal reward for defending. The non-combat buff should also increase per tick (also with diminishing value and/or cap).

Basically, if you have high tick property, you want to defend it. If the enemy have high tick property, you want to take it from them.

To me, WvW is end game. WvW seems so unrewarding in GW2. It is unrewarding for the individual and unrewarding for your guild and there isn’t enough server “horrah” to try harder because for most people… WvW does not give the server anything signficant for winning or having lustful items for a server to possibly get.

To be honest, I think guilds that take towers/keeps should get some kinda reward for it. Maybe general buffs for a guild outside of pvp/wvw. Right now, if our guild takes a keep? I’d be, “Oh? Well okay. Upgrade? I guess. Generic emblem on flag? Peachy”

At first when I played WvW during beta 2, WvW was pretty fun and you had these battles for keeps that last 2 hours. The first thing during all the betas was to hop into WvW for that few hours of fun. I thought arenanet would refine WvW so its not just a zerg train vs zerg train and see who can zerg around faster. I don’t mind the zerg train, but I think its a serious problem if that’s all what WvW is.

I used to run a Ragnarok Online clan for 7 years. There were guild vs guild that occurs twice a week, and there was this super powerful guild that owned a castle that pretty much had max upgrades with max chests for rewards and they had it for a few months. My guild and an ally tried to take it from them for weeks. Then, the enemy guild for one weekend, slipped up and we captured it. We reaped the rewards and then we bombed the castle by making it worth nothing because we knew we couldn’t keep it. The super guild pretty much raged for a long time and killed us on sight… but it was worth it. Can’t get the same feeling for the guild or the server in WvW. You might disagree, and tell me to kitten go play another game… But, I decided to stick around GW2 for the long run. Again, I do not necessarily hate trains.

I understand the current Keeps and Towers is pretty much equivalent to high and low value property, but its kinda static and I would like to see a more dynamic and varied battlefield.

tdlr
-Towers/Keeps worth more the longer they are in your possession and resets when taken over. Attacker gets instant bonus points for taking high tick property.
-Tower/Keeps should give guilds that claim it some kind of buff for pve outside of wvw.
-Defending in high value Towers/Keeps gives defenders a non-combat buff like increase MF.
-All three points above does not have to be implemented together.
-Reward individual, guild, server. Pride in your work and time at WVW.
-Current gold/karma reward is lame and “yawn” for attacker/defender

(edited by VaticanIscariot.1732)

Points and Player/Guild/Server Gratification

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Posted by: Johje Holan.4607

Johje Holan.4607

Are you saying that the PPT a server gets will go up if they hold the tower longer? Or just that if a server takes a tower that hasn’t switched hands in a long time, they get an immediate bonus score?

Because I like the idea of an immediate bonus score because that encourages the two losing servers to hit the winning server since they will be holding assets longer. But I don’t like the idea of an asset being worth more PPT the longer it is held because that would only give more PPT to the stronger server and widen the score gap.

Increased MF for defending is a good idea too. Anything to encourage defending.

Points and Player/Guild/Server Gratification

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Posted by: GrandmaFunk.3052

GrandmaFunk.3052

-Towers/Keeps worth more the longer they are in your possession and resets when taken over.

This would make night capping an even bigger issue than it already is

-Tower/Keeps should give guilds that claim it some kind of buff for pve outside of wvw.

This unfortunately encourages guilds to pop in to wvw to claim an objective and then immediately pop back to pve to take advantage of the new bonus.

GamersWithJobs [GWJ]
Northern Shiverpeaks

Points and Player/Guild/Server Gratification

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Posted by: Solstice.1097

Solstice.1097

You should get bonus PPT for capping something based on how many upgrades it has. Example capping a tower with full upgrades gets 25 bonus insta-points. Fully upgraded keep around 50 and fully upgraded SMC around 75.

This makes the “stronger” server more attractive of a target and the weaker server’s structures worth fewer points. You can karma train 3 paper towers and get less points that tick than taking 1 fully upgraded tower.

Without this in place, servers often just go for what’s paper, which for the 3rd place server in the match is almost always hitting 2nd place, which means 2nd is getting double-teamed and therefore 1st place has no competition and blowouts get out of hand too quickly.