Should the reward for fighting be greater?
There is also the aspect that if you get wiped, you lose about half of your pugs/zerglings. Which decreases your effectiveness on the map. So many cmd’s avoid fights to avoid losing players.
The most successful cmd’s I’ve seen have mixed up a bit, take a lot of stuff, if enemy is near try to defend, if getting a chance ambush and gank etc, go back to taking structures etc. A good mix seems to keep most in the game.
Personally would love to see more rewards for fights (both EotM and WvW), but it would need to be analyzed a *lot*, or you’re going to end up with too many gankers, and all the pugs and zerglings again just leaving map after getting ganked.
Delicate logistics problem.
“Understanding is a three edged sword: your side, their side, and the truth.”
“The objective is to win. The goal is to have fun.”
You mean 2 spikes instead of one?
Sorry but its not much of a leap to make any reward better than the ones obtained in WvW. The reward system in WvW altogether is….
Eotm has enforced a karma farming instinct among the playerbase, you see it so much in WvW now it’s ridiculous…
Just think to yourself, how many rangers will stay at max range, in a tower or attack you from inside camps even though you’re alone…
How many people have you seen actually engage in a 1v1 and fight to their death?
How many people have you managed to keep inside a tower or at base before they started rallying people to kill the solo you?
We need a system that encourages combat against enemy players in a PvP zone – Which in itself is sad to say the least.
….. And Elementalist.