Scaling rewards based on factors?

Scaling rewards based on factors?

in WvW

Posted by: NeuroMuse.1763

NeuroMuse.1763

To give an example by what I mean first.

Lets say we have Tier 1 organized zerg vs zerg against a fully upgraded keep. Rewards for when the keep is taken could get based on how many upgrades it has and how many defenders and/or utilized siege count while also taking into consideration the period of time that it has been held by the current owner along with how many times it has been successfully defended. A lot of these things are all ready tracked to a certain extent so I don’t see this requiring much in the way of new tech.

When successfully taking the keep the reward chest from either the lord or daily-reward-chest-style could have additional items/crafting components/currency/rare skins/things possibly normally found in pve etc.. as a reward. The quality, item types, or number of items awarded adjusted of course based on above mentioned factors.

A scaling reward system like this for keeps/towers/camps could help fill in some reward gaps that WvW lacks against say PvE.

I’m rather curious as to why such a system doesn’t currently exist and if there are even people out there that would like the see something such as this?

(edited by NeuroMuse.1763)

Scaling rewards based on factors?

in WvW

Posted by: Sarrs.4831

Sarrs.4831

Two reasons I can think of;
1. It’s very difficult to judge and account for a lot of factors when it comes to a problem, especially in programming. Every wrinkle you put into the system is a potential place where it could break.
2. Any instance in which players are supposed to operate antagonistically for rewards could flip and cause them to operate cooperatively for greater rewards.

That’s not to say it wouldn’t be great if they’d put in some kind of real reward system for WvW but it’s still very difficult to do.

My 2c? When attacking a keep, its upgrade level can pretty much always be used for a rough approximation of how valuable it is/how determined its defenders are, and therefore what sort of recompense is fair to give on a successful attack.

Conversely, since attacking is lucrative on a personal level, defending should also be valuable- So defending a highly-upgraded location should offer better rewards than defending wood.

How to do this mechanically? Bump up the relevant reward measurement tools when in the objective’s vicinity (WXP mod/MF/GF), and maybe have a heavier guard presence throughout objectives to give more lootbags when the defending team doesn’t want to show up.

Nalhadia – Kaineng

Scaling rewards based on factors?

in WvW

Posted by: NeuroMuse.1763

NeuroMuse.1763

Thanks for the input. I do understand the potential technical difficulties here but they do seem to have a rather robust architecture in place in WvW based on it’s existing functionality and things it current tracks, it all ready counts siege in locations as there are siege limits, it counts players at least up to a fixed figure to trigger combat crosses. Now quantifying all that together along in this specific context with the other things mentioned I can see being a bit of a pain. However none of this is “difficult” as much as it is potentially time consuming.

As far as opposing servers operating cooperatively for greater rewards.. things like this happen in WvW all the time they all ready have spies, servers do “organized” team ups on 1 server or choose between each other what targets they’re going to take even on opposing servers.. at least this is known to happen on T1-T3 servers lower tier servers this may not happen much. So as it stands I don’t think it would make much difference and if anything may help promote larger/long term sieges that may require people to think a little more. This may also cause people to upgrade things more often and fight over supplies even more as we all know fighting paper keeps/towers is no fun at all.

I think it’s key that something like this happens even if it’s in a different manner to help fill additional reward gaps and minimize forcing people into playing a game mode they do not enjoy to accomplish some thing i.e. PvE

(edited by NeuroMuse.1763)