Dear WvW-Community and WvW-Dev-Team,
I had some ideas for the WvW-system, because I (and a reliable number of friends, guild mates and other guys) don’t like the current one much. I showed them to some of my guild mates and they liked them, so I want to show you them. Maybe they can be an inspiration.
(Btw I’m not a native English speaker so my English is not perfect and the following ideas are just ideas and suggestions and no finished concept and my personal opinions. Just wanted to say.)
The first thing I want to talk about is the Upgrade/Caravan-System. The current one (Caravanupgrading) is better than the one before (Autoupgrading), where a timer upgraded the objective automatically, but the one before this (Supplyupgrading) was the best till now.
First the difference between Caravanupgrading and Autoupgrading: In Autoupgradeing the is a timer which is lowered by every caravan coming in. In Caravanupgrading there is a counter for caravans coming in (which is too high). If there is no enemy who’s killing caravans or capturing camps, there is no difference.
Let’s take the Supplyupgrading to the comparison: The caravans are the only source of supplies, who are needed to upgrade stuff, but not every caravan counts, because you could upgrade the camps, so that the caravan brings more supplies to the objective. But you have the select what you want to upgrade and you have to activate the upgrade, so it’s more personal to the players, as when the objective is upgraded to tier 3 without doing anything.
So we see all 3 systems are not the best. But a big increase was that the supplies needed for upgrading objectives was canceled, so that the supplies are only needed for building siege weapons. So there is no big problem with upgrading and building siege weapons.
Now I want to suggest you my ideas. First and most important thing would be to introduce a second kind of supplies. Let’s call them Objectivsupplies (OS) and the current ones Siegesupplies (SS), just for explanation. All objectives (camps, towers, keeps and the castle) then will have two supply depots. One with SS and one with OS. The SS are only needed for building siege weapons, like rams or arrow carts, but also for building the siege weapons spawning at objectives, like burning oil or mortars. The OS are needed for upgrading objectives and repair gates and walls.
Caravans carry both kinds. The amount is viable.
It’s a possible idea, that the player can also carry both kinds of supplies, but have to decide which, and could bring them to another depot. For example, a player goes to a tier-3-tower takes 10 OS and carry them to a tier-2-tower, which needs supplies for upgrading.
Next the upgrade system itself. It should be like the old one but with some changes:
1. The upgrades should not cost any gold or other currencies.
2. If players can carry OS, the OS from caravans should be built in upgrades instantly, for balance reasons. Or there should be a cap for OS carried in by players.
3. If I remember right there were 12 separate upgrades in 3 tiers in keeps. I like the idea of upgrading tier after tier instead of upgrade after upgrade. But the current ones could be set better. I liked that in the Supplyupgrading there was a upgrade in every tier that boosts walls or gates defense. Now there is no mentionable increase for defense in getting a keep/tower to tier 1. Canons and oil are strong, but too easy to bypass. I think a three step increase would be better.
So some more specific ideas for that:
Every tier upgrade have to be started by a player by talking to the quartermaster.
Every objective gets an increase in the maximum amount of supplies hold in the depot like “Storage Expansion” does in the current system for every tier-upgrade.
CAMPS
T1:
- Guards: “Additional Guards” more NPCs defend the camp
- Caravan: “Caravan Guards” two NPCs convoy the caravan
T2:
- Guards: “Guard Training” the NPC’s level is increased
- Caravan: “Bigger Caravan” the caravan carries more supplies (e.g.: 25%)
T3:
- Guards: “Recruit Patrol” additional NPCs patrol around the camp
- Caravan: “Bigger Caravan” the caravan carries even more supplies (e.g.: 50%)
TOWERS
T1:
- Guards: “Additional Guards” more NPCs defend the tower
- Defense: “Secured Walls” increased health and defense of the objective’s walls and gate
- Defensive Works: “Build Pot of Oil and Canons” self-explaining
- Services: “Recruits Outfitter” recruit a general-vendor
- Staff: “Recruit Second Worker” self-explaining
T2:
- Guards: “Guard Training” the NPC’s level is increased
- Defense: “Reinforced Walls” increased health and defense of the objective’s walls and gate
- Defensive Works: “Build Mortars” self-explaining
- Services: “Recruit Siege Master” recruit siege-weapon vendor
T3:
- Guards: “Recruit Patrol” additional NPCs patrol around the tower
- Defense: “Fortified Walls” increased health and defense of the objective’s walls and gate
- Defensive Works: “Faster Rebuild” the site where to build the defensive works respawn faster
- Staff: “Worker Training” Workers repair walls and gates when they get the order by a player
KEEPS
T1:
- Guards: “Additional Guards” more NPCs defend the keep
- Defense: “Secured Walls” increased health and defense of the objective’s walls and gate
- Defensive Works: “Build Pot of Oil and Canons” self-explaining
- Services: “Recruits Outfitter” recruit a general-vendor
- Staff: “Recruit Second Worker” self-explaining
T2:
- Guards: “Guard Training” the NPC’s level is increased
- Defense: “Reinforced Walls” increased health and defense of the objective’s walls and gate
- Defensive Works: “Build Mortars” self-explaining
- Services: “Recruit Services” recruit siege-weapon vendor, banker, armor repairer
T3:
- Guards: “Recruit Patrol” additional NPCs patrol around the keep
- Defense: “Fortified Walls” increased health and defense of the objective’s walls and gate
- Defensive Works: “Faster Rebuild” the site where to build the defensive works respawn faster
- Staff: “Worker Training” Workers repair walls and gates when they get the order by a player
CASTLE
T1:
- Guards: “Additional Guards” more NPCs defend the castle
- Defense: “Secured Walls” increased health and defense of the objective’s walls and gate
- Defensive Works: “Build Pot of Oil and Canons” self-explaining
- Services: “Recruits Outfitter” recruit a general-vendor
- Staff: “Recruit Second Worker” self-explaining
T2:
- Guards: “Guard Training” the NPC’s level is increased
- Defense: “Reinforced Walls” increased health and defense of the objective’s walls and gate
- Defensive Works: “Build Mortars” self-explaining
- Services: “Recruit Services” recruit siege-weapon vendor, banker, armor repairer
T3:
- Guards: “Recruit Patrol” additional NPCs patrol around the castle
- Defense: “Fortified Walls” increased health and defense of the objective’s walls and gate
- Defensive Works: “Faster Rebuild” the site where to build the defensive works respawn faster
- Staff: “Worker Training” Workers repair walls and gates when they get the order by a player
-Special: “Build Waypoint” self-explaining
Next thing I want to talk about is the point-system. This was mentioned by a guild mate and I will retell his ideas and add some of mine.
The point per kill thing was a very good step. Only points for stomps was no good in zerg-fights.
This system is old and worked more or less. The big point mentioned was that servers with a night shift have an advantaged that is too big.
So there came following ideas:
- lower the points given by objectives by tick or higher the time between ticks (or both)
- add direct added points (DAP) for capturing an objective
- add DAP for defending an objective (must be higher than for capturing, or no one will defend)
- higher the points per kill
Another possibility would be to deactivate the tick and only get points by DAP. Then all objectives that you hold increase your points per kill. But I think that would be too hard.
Then I have something besides those two issues. The Sentries should be a bit buffed. In the current version the mark enemies if they run within a range threshold, they give points when you capture them, attack everything what is not in their team and cripple enemy caravans for 4 mins (don’t know if the times changes on different sentries). I think they should also great swiftness to ally caravans. I know there is the guild-upgrade for caravans that makes them faster. But I think a sentry-swiftness with about 10-15% (and not 33%) would be nice.
I’m interested in your opinions according to that issues wrote above.
Greetings Cielquan