Some WvW Ideas

Some WvW Ideas

in WvW

Posted by: Danny.6417

Danny.6417

Made a list of WvW ideas and bugs. Lost it because of a crash, but managed to restore most of it. Let me know what you think. Use the number in front to leave a response.
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1.Endweek events: To encourage ppl to play WvW even at the end of the week, you can make an endweek event (which takes place on every borderlands) and awards a substantial amount of points (10-20k etc.). Events could escort a high-value target across the map, secure area etc.

2.Endweek extra points: Another way is to give points at the end of the week for each keeps/tower/castle (not camps) held at that moment. For example: if you have 11 towers, 3 keeps, 0 castles you earn 11*x + 3*y + 0*z points. (x 500,y 1000, z 5000 etc).

3.Disable trebbing structures from within walls of towers/keeps. Everyone knows the trebbing spot in Garrison (to Bay), the trebbing spot in Hills (to Lake), the trebbing spots in SM (to every tower around) etc. These trebs are, when places correctely, extremely hard to counter. Destroying other siege from within the walls should still be possible.

4.Make Siege-Golems unable to use Waypoints/Portals. The downside of golems should be that they are very slow moving siege weaponry, but with portals and waypoints they can move around the map fast and completely neglect that downside. (and thus be used to golemrush multiple maps).

5.Reward non-zerging. I know ANET is trying to scale the amount and size of zergs down (AC buff/ traps etc.), but the thing is that in WvW you dont make much money. The most rewarding play-mechanic is playing in a zerg, where you get more kills, more WXP, more badges and more lootbags. If you reward roaming / playing small tactical teams etc. more, people would zerg less.

6.Another way to reduce zerging is to make defending more enjoyable. Right now, defending is either waiting on your Arrowcart for a zerg to show up or move with your zerg to the spot where you are being attacked to wipe them. When you upgrade a structure, it’s always walls/doors/waypoints first, the other upgrades are just meh. (You only order them for the increased depotsize). If you make defending and upgrading an effort, its more enjoyable. Example is sparring with guards to make them stronger (let it scale, so doing it with zerg doesn’t make it faster) etc.

7.Dolyaks are too easily killed. Even if you guard a dolyak with 5-10 ppl, 1-2 thiefs can still easily kill the dolyak and get away with it. The guards upgrade is very weak. Make dolyaks immune to damage until guards are killed, double the guards for dolyak with the increased guards upgrade in camp.

8.Camps are too easily taken, and therefore not upgraded. Camps are meant to be captured easily, but right now a upgraded camp is a rare sight, and camps are just 30 sec. stops for zergs to resupply and move on. If the upgrades were actually useful (except the double deliveries) and the Mercenaries could do some damage, you can actually defend a camp. You can also make it take longer to cap with each upgrade ordered etc.

10.Make it somehow possible to unclaim objectives claimed by another guild. Sometimes guilds claim objectives without upgrading / defending it or enabling any guild buffs while other guilds want to. If a person of the guild that claimed it does not claim a new structure, It’ll be claimed until it is taken by the enemy.

11.Make upgrades buyable with either karma, badges or influence. As stated before, you don’t earn a lot of money in WvW, unless you’re zerging. The upgrades right now are too expensive, which makes people either not ordering them or ordering the wrong ones (because they are cheaper).

12.Multiplier for WvW. Nightcapping is a big issue in WvW, guilds from other timezones raid during the server’s night hours, capping and resetting captured structures. An effective way to making this have less of an impact is to have a multiplier, based on the amount of enemies on the map. So when there are no enemies around, the multiplier is 0.5. When the map is almost full, the multiplier is 1.0. This will also encourage players to play on enemy borderlands, since there are more points to be earned there.

13.Separate the buttons for picking up loot and finishing off enemies. If you’re in a big fight and want to pick up bags with downed people around you, you keep finishing downed people.

14.Make( Commander icon and) Outmanned buff not visible for enemies. It only benefits them, because they’ll know they hardly have resistance. (They can also purposely target the commander to get him downed first.)

15.Give commander special color in team/map-chat. If a commander is not using teamspeak, it’s hard to command using the team/map-chat, since these are often crowded. If the commander has a special color, his text will stand out more.

Some WvW Ideas

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Posted by: penatbater.4710

penatbater.4710

Er…

3: that’s the point of trebs. Open-field they’re easy to take down, but if you put a treb in a structure, you better be equipped enough to defend it.

4: The alternative would be people would be flash-building golems at the sites anyway. And that’s kinda the purpose of portals and wp, not just to provide strategic advantages for the army, but also for the golems.

7: that’s exactly the point. You should be able to defend that dolyak or risk thieves sniping away at it. and don’t forget you can do the same to enemy servers.

8: I can solo an unupgraded camp no problem. But if it is t2, that’ll wipe even a 5-man party. I think it’s fine as it is. The reason why you don’t see a lot of t2 camps is that people take them even before they’re t2, coz once they’re t2, they’ll need to bring a couple more people than originally planned.

Besides those, good suggestions. I’m a bit iffy for 1 and 2 though.

Don’t disturb me, I have a cat in me at the moment.

Some WvW Ideas

in WvW

Posted by: Danny.6417

Danny.6417

3: It’s ridiculous to have ac’s countering the ac’s countering the cata’s countering the ac’s countering the trebs attacking Bay in Garrison. It’s extremely frustrating aswell to finaly have Lake with a Breakout Event, just to have non-hittable trebs in Hills (when correctly placed) treb the walls back down once you took it. Same story for other ‘famous’ treb spots.

4: That’s not the case right now, you use supplies gathered across the entire map, then port them to one location to start the golemraid. The downside of golems (which is their speed) is totally neglected this way.

7: Like said, having 10-15 ppl guard it doesnt help against just 1-2 thiefs, immunity untill guards are dead solves this problem and makes defending them a lot easier.