[Suggestion] The Changes I'd Wish They Made For WvW

[Suggestion] The Changes I'd Wish They Made For WvW

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Posted by: Athin.7250

Athin.7250

I’ve been playing this game since launch now and totally love the game. Lately though I find myself getting bored with it more and more. As of right now, WvW is more about tagging NPC for loot rather then actually fighting players. Commanders see orange swords on the map and avoid it like the plague. I’ve been thinking on ways to improve this and these are the things I think would be a blast if they were added in/changed up.


1) Keep/Tower Defenses:

Problem: Defending a tower or keep can be almost impossible if they can’t match the numbers the attacker has. Defenders have little advantage to help push the attackers back.

Solution: Attackers can’t cast AoE on the side of the walls (Still can cast on the walkway of the wall). This allows for players to place their siege weapons and not worrying about the AoE spam they will receive. Also Cannons, Oil and Mortars have a major HP boost to withstand attacks better as well as more spawn locations for towers. The ability to repair wall siege as well.

2) Capture Points:

Problem: As soon as that wall or gate goes down, the whole zerg rushes into one location, the lords room. This goes with the first problem of defenders having little advantage over the attackers if they can’t match the numbers.

Solution: Each tower/keep has multiple capture points that all MUST have at least 1 player to capture. Each point will decay if no enemy player is in them OR the area is contested. This will break up the zerg a bit and give the defenders a better chance to hold one point in a location over the attackers that are force to split up.

3) Keep/Tower Upgrades

Problem: Upgrading a location is expensive and mostly meaningless/unrewarding.

Solution: Players can upgrade a base with Badges/Karma/Gold and have reduced prices. There is no reason for upgrades to be costing over 1g when they are guarantee to disappear in a week. That highly discourages players from investing in upgrades. Also many upgrades need a rework to actually have meaning. For Ex. adding to the Hire Outfitter the ability to add traps within the keep itself when they break in or reinforce gates are now immune to player damage.

4) Death/Spawn Point

Problem: This is a two fold problem. First problem is that the winning side suffers ZERO casualties while the losing team has to run miles just to get back.

Solution: Players CAN NOT rez a dead player but CAN revive a down player. Any dead player is brought straight to the map menu and can not leave the menu until the player respawns or leaves WvW. Also Commanders gain an ability to set up a siege camp at any sentry position. Camps take a certain amount of supplies to build. Doing so will allow players to spawn at the siege camp when defeated. Destroying the siege camp will prevent players spawning there (Don’t need to cap the point just destroy the camp to stop spawns).

5) Map Layout

Problem: Maps are so clustered in spots and dead in other areas.

Solution: Eliminate some of the towers in EB while moving the towers away from each other. Eliminate the Merc areas (They are useless anyways) and open them up for other objectives. In the BL cut down on the mountains and cliffs and make more narrow paths for bottlenecks and ambushes. Actually use the North part of the map for more then a camp (I’d say about 25% of the map is rarely used in the borderlands because its just dead space )

6) Reward

Problem: Attacking and Zerging is giving all the rewards while defending and scouting gives nothing.

Solution: Every tick determines how much reward the player gets rather then capturing points. Since they already rank servers from best to worst, a handicap can be giving to the lower rank server (Ex they gain 1.5X more World EXP then normal). This allows everyone to be rewarded for their own style of play rather then forcing them to zerg to earn World EXP.
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Sorry for the long post but I wanted to discuss my ideas with everyone and see what people think. I doubt any of these will go and I’m sure they have some flaws as well but I just wanted to share my ideas with all. Let me know what you guys think and if you like/dislike the ideas and why. Share your own if you have some as well.

[Suggestion] The Changes I'd Wish They Made For WvW

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Posted by: Loosmaster.8263

Loosmaster.8263

Things like this have been brought up, hashed, rehashed and spit out like a cows cud and nothing has changed. Reposting the same stuff just increases pages on the forum. Hope you like my analogy…


Tacktical Killers [TK]
We’re looking for players.
PM me here or ING.

[Suggestion] The Changes I'd Wish They Made For WvW

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Posted by: akanibbles.6237

akanibbles.6237

Wish they’d implemented guild ranking for real guild wars.

[Suggestion] The Changes I'd Wish They Made For WvW

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Posted by: Johje Holan.4607

Johje Holan.4607

1) Defintely should’ve been delt with before. But probably the only thing they could do is to increase the HP of Canons, etc. like you said. The AoE on the wall would likely require coding changes ‘cause I’ve never seen Anet comment on it despite it being brought up many many times.

2) Not a bad idea. But it might hurt small group ninjas too so it will be nixed.

3) Sounds good.

4) I’d do away with the whole downed/rally syatem myself. But it’ll never change because then they’d have to change it for PvE and that’ll never happen.

5) Agree totally. Something needs to be done with the wasted space in the NW and NE of the BL.

6) Nice idea, not sure I’ve ever seen that mentioned before. But I’m sure someone will say what do you do about exploiters then?

[Suggestion] The Changes I'd Wish They Made For WvW

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Posted by: Dayra.7405

Dayra.7405

2) Not a bad idea. But it might hurt small group ninjas too so it will be nixed.

3 points for a tower, 5 points for a keep, 7 points for SN, makes even sense to me that a keep must not fall to to less people, esp. not to small groups of hackers flying in.

I would find it funny if outter and inner wall can be separately conquered.
So keep 3 (SN 4) areas outer wall. Keeps 2 inner wall (SN, 3 i,.e. 1 per floor).
Such that reinforcement may have to break the already conquered outer wall.
But you have to conquer and keep the outer area to make Lord and inner walls vulnerable. (After attacker conquest outer will be wood, inner may be higher, if defender conquers outer back without loosing innerwalls, if come back to the same upgrade as inner wall.)

Ceterum censeo SFR esse delendam!

(edited by Dayra.7405)

[Suggestion] The Changes I'd Wish They Made For WvW

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Posted by: Athin.7250

Athin.7250

1) Defintely should’ve been delt with before. But probably the only thing they could do is to increase the HP of Canons, etc. like you said. The AoE on the wall would likely require coding changes ‘cause I’ve never seen Anet comment on it despite it being brought up many many times.

2) Not a bad idea. But it might hurt small group ninjas too so it will be nixed.

3) Sounds good.

4) I’d do away with the whole downed/rally syatem myself. But it’ll never change because then they’d have to change it for PvE and that’ll never happen.

5) Agree totally. Something needs to be done with the wasted space in the NW and NE of the BL.

6) Nice idea, not sure I’ve ever seen that mentioned before. But I’m sure someone will say what do you do about exploiters then?

1) I think only giving an HP boost and nothing else wouldn’t fix the issue since anyone that touches them would be fodder from the AoE spam. The AoE limit to only the top would take some coding but I wouldn’t imagine that would be difficult to implement. Maybe take a bit to test but shouldn’t be anywhere out of the limit of their capabilities.

2) This may hurt smaller groups slightly but again, should a group of 2-3 guys be able to take a keep if 1-2 are defending?

4) I don’t mind the downed state since people can spec for bring down guys up like a support class should do. The dead res mechanic is the killer and I personally think this is one of the main reasons why zerging is so huge. Also we can’t punish people too hard for dieing since people want to be in the action, not running back to the action hence the siege camps.

6) Its true a new system would need to be in place to deal with the AFK guys. A simple thing like renewing siege, killing an enemy, capturing a point would qualify the player for that rounds tick reward.

Keep the input coming guys. I’m curious to see what people think of the ideas or their own ideas/improvements!