(edited by anzenketh.3759)
Rewarded for defending?
The Orbs are a flawed mechanic. It made a strong server stronger. Encouraged cheating to get the valuable bonus. And forced the focus of battles on 3 locations (where the orbs are).
And your bonuses would have players flocking to the strongest servers for those buffs, like vultures on a battlefield.
Gandara
The Orbs are a flawed mechanic. It made a strong server stronger. Encouraged cheating to get the valuable bonus. And forced the focus of battles on 3 locations (where the orbs are).
And your bonuses would have players flocking to the strongest servers for those buffs, like vultures on a battlefield.
I would disagree that having orbs increase rewards only would make a strong server stronger. Cheating would still happen as it does no matter what. I am also not stating that orbs are the solution. It was just a idea to get the juices flowing. How would you increase the rewards of defending.
I would disagree that having orbs increase rewards only would make a strong server stronger. Cheating would still happen as it does no matter what. I am also not stating that orbs are the solution. It was just a idea to get the juices flowing. How would you increase the rewards of defending.
I was reflecting on the previously implemented Orb mechanic, that provided stat bonuses. “Each Orb of Power granted the owning world a 5% boost to maximum HP and 50 bonus points to all stats.”
Rewarding defending is a tricky mechanic as shown by its lack of implementation by Anet. Reward WXP for staying in a tower, and you’d have afkers clogging the battlefield. Anet tried to encourage defenders to stay by delaying the indication of a contested area by 30s, giving the enemy a chance to setup their incursion and delaying immediate reinforcements for servers who had no defenders at the tower. It didn’t work.
Loot acquisition is primarily from killing players (and NPC’s to some degree). Tower defenders typically don’t see that kind of action very often.
I would start with increasing WXP rewarded for repairs. It takes 10s to repair a wall for 10 WXP, another minute to run back and forth to a camp, etc. Not exactly a high rate of WXP rewarded compared to a zerging player who could get 60 WXP in seconds from tagging an enemy.
Successful defenses award WXP, but a zerg rolling through to destroy the offensive gets it too.
I’ve thought a lot about it and I consider myself pretty creative, but can’t come up with a method to reward defenders without it causing massive abuse. It would likely require a major redesign of game mechanics to reward defenders without it breaking the game.
Gandara