Make WvW Eventful! – WvW, 4 years in
Yes, I have 5 lv 80 mesmers – Funny Puns
(edited by Menaka.5092)
This is a list I made reworking some ideas I already posted and some new ideas I got from other posts and Reddit.
Make WvW rewarding
Improve tactical aspects
Fix and improve siege
Improve guilds and introduce alliances
(edited by Menaka.5092)
Quality of life
Some crazy ideas
(edited by Menaka.5092)
- make team chat readable across all the borderlands and EB, every message will be prefixed with the map that has originated from
- supply storage in keeps is now split between inner and outer depots, inner depot contains 1/3 of total supplies, outer depots contain the rest, once the external perimeter of the keep has been breached, outer depots become neutral and both defenders and invaders can take supplies from there
I can agree on a lot of things, many of which have been brought up on several occasions which you link very nicely too, however these 2 I just couldn’t pass up. Map chat across all maps would get way too cluttered. Most servers already have methods set up to make callouts across maps. If you’re in Red BL, you really don’t need to see that there’s a roaming group headed to S Camp in Blue BL.
In regards to the supply, you pretty much just suggested that if a group breaks down the outer gate of T3 keep, they get over 1100 supply while the defenders would only be left with 600. It can already be difficult to defend depending on the situation, let alone giving the attackers what might as well be an unlimited amount of supply.
That’s just my 2 cents though. I think a lot of the other ideas are valid, and hopefully we can get some solid discussion out of this.
- make team chat readable across all the borderlands and EB, every message will be prefixed with the map that has originated from
- supply storage in keeps is now split between inner and outer depots, inner depot contains 1/3 of total supplies, outer depots contain the rest, once the external perimeter of the keep has been breached, outer depots become neutral and both defenders and invaders can take supplies from there
I can agree on a lot of things, many of which have been brought up on several occasions which you link very nicely too, however these 2 I just couldn’t pass up. Map chat across all maps would get way too cluttered. Most servers already have methods set up to make callouts across maps. If you’re in Red BL, you really don’t need to see that there’s a roaming group headed to S Camp in Blue BL.
I know most servers have an organized community outside of the game, but not everyone joins the public TS servers and such.
About the “clutter”, I don’t think it would be a huge problem, once the population starts using MAP chat for map-related talk and TEAM for asking help from other borderlands or coordinating strategy on a grand scale.
In regards to the supply, you pretty much just suggested that if a group breaks down the outer gate of T3 keep, they get over 1100 supply while the defenders would only be left with 600. It can already be difficult to defend depending on the situation, let alone giving the attackers what might as well be an unlimited amount of supply.
Consider that the outer supply depots would be usable by both defenders and attackers and there’s two of them (not sure about SM?) in each outer ring: it’s unpractical to prevent the opponent from taking supplies from both of those at the same time, so defenders can still use the outer supplies, but will probably lose some of those to the attackers.
Why I think it’s a good idea? Because it brings more objectives into the picture:
Have a “map clear” boost (so to speak). Where people just trying to complete the world map are impervious to opposing player attack, and can get their dadblasted POIs and Vistas done without spending weeks doing it (waiting for color changes and such).
By the same token they do still have to watch out for the regular foes, but they do NOT get to reap WvW APs like events and such.
Trust me, we “noobs” don’t like being in your world annoying you anymore than you like us to be there, so it would be nice to have the ability to get the map clear done and get out of Dodge.
Have a “map clear” boost (so to speak). Where people just trying to complete the world map are impervious to opposing player attack, and can get their dadblasted POIs and Vistas done without spending weeks doing it (waiting for color changes and such).
By the same token they do still have to watch out for the regular foes, but they do NOT get to reap WvW APs like events and such.
Trust me, we “noobs” don’t like being in your world annoying you anymore than you like us to be there, so it would be nice to have the ability to get the map clear done and get out of Dodge.
What you suggest doesn’t seem fun or even remotely feasible.
I would rather see the Gift of Exploration reworked so it requires a specific number of maps explored (say… 40? how many is now?), maybe including dungeons (story + all explorable paths to “complete” one dungeon) and sPVP maps (win a match in a specific map), but without requiring all 3 borderlands and EB. That way the achievement would easily scale with new content added to the game, instead of the current “crazy” requirement of some PVE maps (but not all of them, since some were added after the start of the game) and all WvW maps.
If ANet wants to get people in WvW, they should make WvW more fun and rewarding, instead of forcing players to be there.
my 2 cents.
Just had this weird idea, so I’m gonna resurrect this post: keep traps.
Either add them as an improvement, for example merging cannons and mortars and using the free slot, or an entire new tab.
In the first case, the trap complexity and effectiveness scales with the keep tier (wooden walls, no traps; upgraded walls, minor traps; upgraded walls and gates, medium traps; reinforced walls: mass destruction traps), in the second case the upgrades require more supplies.
Some ideas for the mass destruction traps:
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