(edited by Gray Fox.9178)
Ruins Need Direct Incentive
Points per stomp isn’t enough incentive? Rewards aren’t going to happen, been said multiple times in multiple threads.
My fun laughs at your server pride.
Points per stomp isn’t enough incentive? Rewards aren’t going to happen, been said multiple times in multiple threads.
By devs? That’s unfortunate. The current model seems to stretch winners and losers further apart more than it gives losers a chance to catch up. Incentives would move bloodlust closer to normalization and make it a shorter term advantage when you double or triple. It seems like both the random blood hungry players and the folks who want to see less bloodlust would be satisfied without having to remove it.
The problem with wxp/loot incentives is that the zerg will always take the path of least resistance for their loot, and if that means the ruins then the zerg will just circle around the ruins.
Instead of an pvp area in middle of the borderlands, it will be like the frostgorge champ train in middle of the borderlands.
Ars Est Mortem ~ Necromancer
No they shouldn’t.
The intention behind them is to make them a strategically valuable target, not something you do for rewards. If you do that, there would be no strategy involved behind their capture. Servers who are able to muster a force to cap them are intended to be rewarded under the current system. Your suggestion would automatically (meaning, even more so than usual) reward the servers with just the largest population, because if you have a server with 100 players on the map and one with 50, the one with 100 will have naturally more players who would want to just cap the ruins for added WXP/karma/coin.
To cap them has to be an individual sacrifice (time and the risk of getting killed) for a reward that benefits your server (bloodlust) to disincentivize said behaviour and incentivize “higher-level” decisions, just like scouting, upgrading, killing dolyaks (no one does that on hours for the rewards), etc.
The only thing that needs to be changed about them is the bloodlust buff itself.
Points per stomp isn’t enough incentive? Rewards aren’t going to happen, been said multiple times in multiple threads.
By devs? That’s unfortunate. The current model seems to stretch winners and losers further apart more than it gives losers a chance to catch up. Incentives would move bloodlust closer to normalization and make it a shorter term advantage when you double or triple. It seems like both the random blood hungry players and the folks who want to see less bloodlust would be satisfied without having to remove it.
By Devon. There are no rewards because flipping them is INSANELY easy. You can flip 3 in 2 minutes, giving rewards for those would either have to be so low that you don’t bother or notice or put DR very low that you hit it after flipping 5 nodes per hour.
If you DID get rewards, you would just see 2 zergs of 50 running in the same direction reflipping what the other flipped.. almost worst than PvDooring
My fun laughs at your server pride.
If you DID get rewards, you would just see 2 zergs of 50 running in the same direction reflipping what the other flipped.. almost worst than PvDooring
I can see that with rewards after a single node cap, but do you think if the reward came after defending 3 caps, it would still result in circular zergs? I figured natural random player action would keep people over variant nodes and that zergs would still have to split up to fight other zergs for control.
why not have them count towards the PPT? 1 point per node at the end of the tick.
make it like 25wxp and a little coin/karma. Small but something at least for small groups to go for it more. My experience is it’s dead till a server decides they want it, then its nothing for 30 mins. again. T2 late night PST
The buff should not add to the power of the team that is already stronger period. Additional stats, adding to PPT, adding to supply, yak speed, etc. all make the stronger server even stronger.
Giving reward for capturing it is also not good, Devon is absolutely right on this point – it will end up even more rediculous than the existing Karma Trains.
What it should do is grant the server holding it +Magic Find for player kills only. Not for capping a camp/tower/keep, not for killing a guard/lord or some helpless creature. Player kills only.
This would solve the buff problem, incentivize fighting other players and increase the rewards for WvW which is something everyone talks about needing so it would be incentive to cap them.
I think somethin interestin to consider would be the buff gives stats as it does now to 3rd place, half as much to 2nd place and nothing to 1st.
1st still can take it to deny the other guys without making things unbalanced (so it’s in their interest without making things unbalanced). 2nd and 3rd can use it to give themselves the edge they might need.