Points for player kills
Yes, for a PvP game actual PvP in WvW is surprisingly unrewarding.
I believe awarding player kills would be a very seamless and intuitive way to make populated hours more meaningful than unpopulated ones.
I do agree that if I enter wvw, see a back and forth battle (normall the southern bridges or SM) I leave for another map. The xp gain is ok, but really here isnt much reward unless you get some lucky loot.
I’m going with no
The problem with this is it breeds farming players at their spawn as an option, the objectives need to be the main focus to spread the population out across a larger area.
player kills are rewarded on a personal level whilst group and server coordination is what contributes to the servers score.
This would also put an unfair pressure on new players coming into WvW who may get killed more due to being underleveled and geared.
any World scale pvp systems primary function should be to encourage as many new players to join in as possible and keep it alive. insentivising killing people over playing objective based pvp doesn’t work with this primary premise.
my 2 cents
Hand of Blood [HoB]
EU – Aurora Glade
I second this. It would be great to be able to roam as a group and assist towards your servers points tally.
I don’t believe that spawn camping is an issue as there would be diminishing returns on killing the same players over and over.
I’m going with no
The problem with this is it breeds farming players at their spawn as an option, the objectives need to be the main focus to spread the population out across a larger area.
player kills are rewarded on a personal level whilst group and server coordination is what contributes to the servers score.
This would also put an unfair pressure on new players coming into WvW who may get killed more due to being underleveled and geared.
any World scale pvp systems primary function should be to encourage as many new players to join in as possible and keep it alive. insentivising killing people over playing objective based pvp doesn’t work with this primary premise.
my 2 cents
I already see servers pushing towards spawns and camping. Having the kills count towards score would keep the losing side more interested in helping their server out rather than just giving up and moving on. They can contribute still by killing players if the numbers are not there to attack objectives. Of course how DR would work is still undecided you don’t want 200 players camping a spawn for kills.
New players being under geared and getting killed more frequently already happens. Sure people already target the weak but its always hard to tell in the heat of battle who is geared and who is not. Its whether they choose to befriend a bunch of good players to work with or join an rvr focused guild to run with.
I understand the objectives are the primary focus of WvW and that will never change. Could we not see them broaden the horizon to cater for a different type of player base. Those who enjoy the game by going out of their way to engage in combat and continually focus on player kills.
I’m going with no
The problem with this is it breeds farming players at their spawn as an option, the objectives need to be the main focus to spread the population out across a larger area.
There are 3 exits. Farming is not possible. If someone gets farmed, he wants it, or is new and doesn’t know he doesn’t have to be farmed.
I say yes with a “but”.
Points for kills should only start counting near objectives when the “defense” timer is ticking.
That may lower some of the spawn camping and may encourage people to defend more. Also may stop teams from roaming the field in a huge group just to hunt kills.
Might also stop some folk with tunnel vision on the gate when attacking. They may turn and fight when the defending zerg turns up instead of licking the gate and dying.
@ Zero and Larsa,
It could work but my personal opinion is that rewarding kills on an individual level, but team work on a server level just makes sense. It drives people to work together for that server score but offers rewards to the individuals based on pure player vs player combat. The scoring system at present is currently pants as well with the ammount of score accumulated in low pop hours in comparison to at prime time so before introducing new elements that should be addressed.
not to say it wouldn’t work I just don’t think people should mix oat meal and spag bol
Hand of Blood [HoB]
EU – Aurora Glade
Remove points altogether.
Swap orb buff for outmanned buff and base stat increases off % by which you’re outmanned up to max 15%(or whatever).
Still swap server pairings every week or so but base it off more than just points gained in a week as that’s obviously not working.
Controlling points for ‘x’ period of time rewards ‘y’ xp for world buffs(gathering etc)
What removing scoring achieves?
Constant WvW without the “losing” side having reasons to give up, you’re not going to lose a matchup.
Outmanned players actually have a better chance out there in the lakes.
Server pairings should be more “fair,” with more factors, active pop during timezones, server strength etc being taken into consideration.
Overstuffed servers will be more likely to transfer around and “even” out numbers across servers as who will really stick around for queues if “winning” isn’t involved. (funny because if this actually works out and evens servers you could probably reintroduce a scoring system which might even work out, but would need strict server transfer restrictions)
Omg did I just fix WvW? :0
[KoS]
SBI
I’m gonna go with no… So say a zerg of 30 comes, and they drop a catapult at a tower, with say 6 defenders.
If there were points by player kills… the 6 defenders should basically just call it a day and just run away. If there were not, then they should actively try to find a way to get out there and hit that catapult. I think I find the latter more interesting.
Not to mention this has got to be the easiest possible way to grief.
Strip naked. run to legendary defenders. repeat. You might say this sounds rediculous, but I remember people actually doing this in alliance battles in GW1. Yay saccers.
(edited by Greep.6394)
This would be nice, but NO. Just like systems that have been suggested where action would be taken on a player if reported enough times, you CANNOT trust a game full of griefers and emotionally fragile kittenes to do the right thing. This system would be abused to absolutely no end.
You think free transfers are a problem now? HA.
Conversation between 2 guild mates/friends: “Hey, go join X server and let me kill you over and over so we can win.”
Coupled with being able to change to town clothes or log out or whatever before dying to avoid repair costs this is an accident waiting to happen.
However.. there could be a system put in place that would reward you with less and less points each time you killed the same person. A situation where diminishing returns is actually good.
I think it should be looked into but I’m not sure what the results would be, maybe anet can run some data and see how it would impact the scores on the servers.