Proposal Overview
Get rid of server based WvW System and Promotes Guild Based wars system
Goal of Proposal
– Current server based WvW, player is tied to the server they residue.
– Imbalance WvW server population
– To promotes GvG competitive environment rather than Blob vs Blob
– Flexibility to transfer.
Promotes benefits of Guild based team
– Guild are easily transferable, PvE Guild will attract PvE players, WvW Guild will attract WvW players.
– Guild can scout desirable players while players can find a Guild to call home to as well as to fight on their side.
– There will be a rise and fall of the Guilds as well as players. Player can easily left inactive Guild and Guild also can easily kick inactive player. The flexibility is the key point to ensure games continuity.
– This will promotes Guild Identity and for Guild to finally function as Guild. Also, fit the name of “Guild Wars”.
– Pugs who previously join a mindless zerg will now have a chance to band together in casual WvW Guild for fun.
Proposal Functionality
1) Implement Guild Castle War Instances
– This will be a timed based instances like Eotm (3-4 Hours a round).
– In this map, Guild team will try to captures a Castle and defends it until the times up.
– To capture a castle, Guild team will have to secure supply base and gather supply to build a siege weapon break in a castle.
– The empty castle will be heavily infested by NPC monster. While if Castle is owned by other Guild, defending player will try to stop attacking player to bring down the gate/wall.
– Inside castle must be big with long hallway to reach lord. This is to allow defending player to skirmish with attacking player along the way.
– Multiple capture point objective and/or inner gate obstacle can be placed for attacking player to get to lord room to promote skirmish at important point.
– By the Castle Wars times up, Guild who owns the castle will be able to hold if for a period of time (1 week?) before next match. The castle can function as Guild gathering place and other function such as link Guild Raid Dungeon and others can be implemented on investment.
– Double down player will be automatically kicked out to spawn point outside of castle.
– There will be a different sized castle in a map which offer different benefits for a Guild who captured it (maybe bigger castle = more drops to justify the effort of bigger Guild population). Bigger Guild will aim for bigger castle while smaller Guild will get smaller castle.
– The reward allocation can be assigned based on player contribution in Guild influence weekly to promotes loyalty to Guild.
– The next Castle Wars is up, the game will start by existing Guild castle owner defend the castle while others Guild try to siege it.
– Player would not able to change the represented Guild after enter the map for the period of the Castle War duration.
– Multiple Castle Wars map can be promoted to match numbers of players in different time zone / days.
– A castle can be locked to promotes competitive if players number is low in certain map (time / day)
2) Implementing Guild Open Field Wars
– For open Field GvG oriented Guild.
– This times based instances will start ever few hours a days (or fixed time) where numbers of Guild can participate for a royal rumble battle.
– The map will function like PvP map but bigger with multiple Guild zerg fight to last Guild Standing.
– Score will be counted based on point captured, player kill. Point will be deducted when Guild player die to even out advantage of bigger Guild.
– Chest will be awarded based on Guild ranking and top player in certain category.
3) Implementing Pugs Wars Instances
– A timed based instances (every 4 hours?) where invites will be sent out to all players in the world to prompt for participation.
– Accepted players will transferred to an instances where all player will be distributed evenly between 3 teams in a multiple instances (like Eotm).
– The objective is to wipe the others 2 team and be the last team standing.
– To promotes enjoyment of mindless zerg wars.
– Rewards for both winning (better rewards) and losing team as well as top player in certain category.
Associated Risks
– Might somehow increase Guild politics and hostile environment between competing Guild.
– Resistance from players who wish to retain server based identity.
– Considerable big changes which affect Guild Wars 2 core WvW gameplay.
Expected Result
– No more issue of underpopulated server
– Return Karma trains to PVE maps
– Promotes “guild wars” to returns GvG competitiveness
– Players retention.
Disclaimer
- I have not read every post in this topic and forums.
- English is not my mother tongue.
(edited by Lenneth.7642)