[Suggestion] - WvW Improvements

[Suggestion] - WvW Improvements

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Posted by: muerte.3842

muerte.3842

A few ideas about how to improve the state of wvw:

Walls and Siege – No longer give participation and xp

The reason behind this is to prevent the current influx of peope that are there only to farm pips for rewards. These people stand around afk until a wall is broken and then repair them to get xp etc. These are also the same people that randomly throw down siege in stupid places and build them for xp.

Free Accounts

At present free accounts can enter WvW at level 60 and dont have full skills, traits etc so already provide an easy kill for level 80 players. These player also are made with the intention of being active on an enemy server to waste supplies etc. These account should not be allowed to enter WvW when in free and should only be allowed once they have purchased the full game. They should however be allowed to enter and play eotm as this would let them have a taster of wvw environment without actually affecting the gameplay.

Server Linkings

If a high placed server is linked to a low placed server then the low placed server transfer cost should be the same as the high placed server to prevent server stacking for that matchup. The same applies if the high server is showing as full then the lower server should also temporarily be placed as full until next linkings.

Outnumbered

Reduce the pips to 3 as 5 is currently to many and if you enter the map with less than 5 mins remaining then you cannot score pips until the next full 5 mins.

Map Hopping

To prevent players moving from map to map in order to get the outnumbered buff benefits the participation level should be reduced back to 0 when you change map. Now I know sometimes you have to jump maps to defend structures, however it is easy to get to level 3 anyways and at the most your only gonna miss 1 lot of rewards.

AFK at Spawn

Now we have all seen people afk at spawn waiting for their pips to run down and taking up space that another player could enter and use or waiting at spawn until they need to go and flip a camp in order to keep their participation level up.

When players are at spawn they have the determined icon placed on them. When this icon is placed on player then they cannot recieve pips. This prevents players afking at spawn. Now those that afk in a structure we cant really prevent, however if that structure is flipped they will be killed and after 5 mins will be ported to spawn anyways at which point the determined kicks in and no pips recieved.

Logging off Pips

Ok, so you decide to call it a day and you can probably squeeze out another 15 mins worth of pips but doing so prevents others from joining, why not simply have an option to consume all and provide pips based on this.

[Suggestion] - WvW Improvements

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Posted by: ugrakarma.9416

ugrakarma.9416

I find it incredible, this old syndrome of looking for ways to punish newbies. Newbies usually have only 1 pip because of the level, if they get lucky, plus 3 by the position of the server. In outnumbered maps, its a wasteland, so the few that are there do not even make a difference.

The only thing I agree with is imposing limitations on free-accounts. A limitation to use siege based on WvW level, which would only be removed if the player has Heart of Thorns or get some WvW level. Usually legitimate newbies ignore siege and this will not hurt them.

(edited by ugrakarma.9416)

[Suggestion] - WvW Improvements

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Posted by: Stand The Wall.6987

Stand The Wall.6987

good except for logging off pips.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

[Suggestion] - WvW Improvements

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Posted by: muerte.3842

muerte.3842

I find it incredible, this old syndrome of looking for ways to punish newbies. Newbies usually have only 1 pip because of the level, if they get lucky, plus 3 by the position of the server. In outnumbered maps, its a wasteland, so the few that are there do not even make a difference.

The only thing I agree with is imposing limitations on free-accounts. A limitation to use siege based on WvW level, which would only be removed if the player has Heart of Thorns or get some WvW level. Usually legitimate newbies ignore siege and this will not hurt them.

This isnt about punishing newbies, this is about ensuring that the game is about wvw and not “how to get as many pips as possible”

Pips are the rewards for playing the game, not afking and ignoring the actual mode of the game.
There are too many people at present playing this mode only for pips and not for the actual game mode itself and these are the people we need to remove from wvw.

Why should someone who simply joins the game and every 10 mins repairs a wall get the same amount of pips who play the game properly?

This is not about how many pips each person gets per tick, but how to stop those that dont care off the maps

I agree that 1 pip per tick is far too low for a lot of people and this is something that needs to be looked at. New players should not have to wait until level 150 before they start getting a pip, this should be given as 1 pip regardless and then +1 per x amount of levels.

There are a few simple things that can be done such as +1 pip if you join a commanders squad. This would encourage people to join the comm squad.

I’ve always liked the idea of siege priority, so if someone has a higher mastery they can kick them off the siege, rather than just the person who placed the siege. Alternatively when someone is on the siege then there is an icon above their head that shows what level mastery they have…

(edited by muerte.3842)

[Suggestion] - WvW Improvements

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Posted by: Sviel.7493

Sviel.7493

@Walls and Siege

If you remove exp from repairing walls, you take away 30%-50% of the exp earned by a dedicated defender…as well as their primary method of obtaining defense participation. Also, building player siege already grants 0 exp/participation. Only building cannons/oil/mortars gives anything. Finally, trying to remove everything that people can use to quickly build participation is not a viable answer. There will eventually be nothing left.

@Free Accounts

Do we really want all the new players to be trained in EotM? Also, banning everyone due to a few trolls is overkill.

@Server Linking

This is an issue, but it’s probably not a good idea to suppress transfers to low-ranked servers. There needs to be a way to discourage stacking so hard, but this probably isn’t it.

@Outnumbered

I don’t agree with the pip reduction, but the 5 minute start-up freeze is a good idea.

@Map Hopping

This is a bit extreme. Don’t forget that participation affects reward tracks too. Besides, if your outnumbered suggestion was in play, map hopping wouldn’t even be an issue.

@AFK at Spawn

You’ve cast a wide net and caught everyone clearing their bags or respawning at the wrong moment. Instead, defer the pips they would have gained and let them get the pips when they leave spawn. Only one tick’s worth of pips can be deferred this way, so you can’t just afk ad infinitum then cash in by leaving spawn.

@Log Off Pips

Sure. Why not?

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Posted by: Neutra.6857

Neutra.6857

For the changing map resets participation. I roam and hop maps frequently, sometimes more then once in a single tic if things change while I am running to get to camps or the such. what you are suggesting would mean that I do not get pips period. And no I don’t map hop for pips.

[Suggestion] - WvW Improvements

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Posted by: CattivoUomo.7198

CattivoUomo.7198

@Wall and Siege
Irresponsible supply waste happens, just like when Steve from the motor pool uses all the engine grease to make an epic slip n slide. No reason to expect people won’t do the same in a game.

@Free Accounts
As someone that paid for the game, I was personally against free accounts overall but understand that it gets many new players into the game. I felt they should have been excluded from PvP and WvW, and if they wanted that they needed to buy it. Unfortunately, the stable door has already been open and the horses have been set free. Changing it now would be bad.

@Outnumbered, Map Hopping and AFK at Spawn
To me the issue here comes down to people not actually playing to get the pips on an outnumbered map. I don’t really agree with the map hopping part, but offer an alternative idea. While in a protected zone like the spawn, you can’t earn pips. To prevent afkrs at the spawn, there should be countdown that starts when you enter a protected zone that you must leave that zone before the countdown reaches 0 or you are kicked from wvw. I would say max would be 5 minutes and that not only must you leave the zone, you must leave some distance away from the zone and not allowed back in unless you die or a certain time has been reached, let’s say 30 minutes. This way afkrs can’t be just on the outside of a safe zone. This would affect map hopping to some degree if for instance you just left a safe area to map hop, and then try to return to in before the time is up. Would add a wrinkle into some defense plans, but I’m sure players would adjust to it.

@Log Off Pips
I agree with this idea, other than it would need to have a debuff on players such that they can’t abuse the system by getting participation up, logging off, accepting extra pips, then logging back on again. The debuff, if you accept your remaining pips, should sting a little, like for instance you can’t re-enter WvW for 6-8 hours after accepting your pips.