Reward Inactive defending

Reward Inactive defending

in WvW

Posted by: Skyblast.7950

Skyblast.7950

Ok i don’t play a lot of WvW but looking at the forums the main problem i keep seeing seems to be zerging and the zerg mentality WvW has.
The main reason for this it seems is that it is by far the most rewarding play style in WvW, so people do it even though they might find it quite boring.

So i thought i may be a good idea to reward players with about 75% of the rewards you would get if you captured a keep or tower, for defending an un-assulted keep or tower for a period of time. but then i thought this could be quite boring waiting for a group of players to come and attack your keep or tower.
So i thought maybe there could be player triggered events in the keep and towers that only a certain number of players will be able to do say about 20 players in keeps and about 10 players in towers.
Once this event is completed players will be rewarded with the same rewards as capturing keeps or towers. These events will be timed, the timing will be different for towers and keeps and will only be completed when the time is up. Also once this event is completed the keep or tower will gain 1 new resource called clogs or something. These will be used to upgrade your keep or tower with zone wide de-buffes.

For example: a group of 25 players capture a keep. instead of leaving they start an event that will take 30 minutes long to complete. this event may involve protecting supply crates from NPC enemies for 30 minutes. once completed the whole group is rewarded with experience, karma, WvW and gold equivalent to the amount you would get if you captured a keep or tower. the keep in this case will gain 1 clog as a resource that can be spent on zone wide de-buffes.

These area wide de-buffes may include:
A 5 second cripple that affects every enemy player in that area, which occurs once every 30 seconds.
A 5 second immobilise that affects every enemy player in that area, which occurs once every 30 seconds.
Every 30 seconds every enemy player in that area takes a 20% health decrease.

These area wide de-buffes will be unlocked with a certain amount of clogs obtain by doing the events in the keeps or towers.

There could also be various types of events as well like collecting a certain number scraps around the keep or tower in a given time period. where the whole group doing that event have to be very dedicated and involved if they want the event to succeed .
I think these events should be quite a challenge, so it takes a considerable amount of effort to complete.

Overall i think this will encourage groups of players to keep hold of keeps and towers and have more of an emphasise on defence and not just offence, as defence will be equally as rewarding. Also i think and hope it will create more entertaining sieges and gameplay in WvW, as zergs will quickly realise that they are less effective and hopefully have to resort to more strategic gameplay as it would be harder to capture keeps and towers.
because i believe WvW should be more of a tug-of-war where it is very hard to capture keeps and towers and if you do it should take some planning and strategy to do.

well these were my thoughts i did not go into as much detail as i would of liked but it doesn’t matter. i know theres probably a quite a few things wrong with some of my suggestions, and i would love to see some of your thoughts and criticisms about them or some changes you would make or even if you think it would absolutely won’t work and why.

Anyways, thanks for reading.

Reward Inactive defending

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Posted by: Vertillies Crytheus.3065

Vertillies Crytheus.3065

Hi. I agree with what you’re trying to achieve but think there is a better mechanic, one that already exists.

If server numbers were even and points mattered, everyone would defend for the vast majority of the time. It makes far more strategic sense to defend upgraded stuff at all costs and only risk an attack if you’re not going to lose something. This is just because of the reality that it’s harder to attack than defend, numbers even.

The mechanic is fixable if numbers were even and PPT (matchup points) mattered. I think these two problems could be resolved at once by giving rewards for your server winning or coming second in a matchup, but dividing the rewards by server population so it pays more to be in a lower population server. I expect this to normalise server populations pretty quickly.

So it really saddens me that people are have to come up with these new mechanics because the Anet mechanic is so broken. We mustn’t lose hope that Anet wont fix it though!

Taggraw

Reward Inactive defending

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Posted by: Dopamine.7502

Dopamine.7502

Actually the solution for me is alot simpler. Defending will also now gain some crafting materials/items for defending it for 3 minutes. The reward should be perhaps 1/4th of what you get for taking an objective or perhaps a bit less or more. This will give an extra incentive for defending. (some battles for keeps last hours) That way you can also farm loot while defending pretty easy.

Reward Inactive defending

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Posted by: Basket of Boxes.1976

Basket of Boxes.1976

By clogs did you mean cogs? All they needs to do is add ascended drops for defending and people will do it, they would need to drop in small amounts though because the events tick fairly often.

Reward Inactive defending

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Posted by: kingcragus.6810

kingcragus.6810

What I read here:

Gives us rewards for doing nothing.

Add some pve so we can farm more mats from the safety of a tower/keep and never actually kill another player.