Suggestion to make WvW more interesting

Suggestion to make WvW more interesting

in WvW

Posted by: Shadow.3475

Shadow.3475

Remake score system:
T0 (Paper) you get 0points for buildings
T1 33% of max points for buildings
T2 66% of max points for buildings
T3 100% of max points for buildings
1 Tear is Reinforced gate and walls, 1tear Fortify, 1tear (Mortar tower) (Waypoint Keep/SM). (for supply camp T1 2 first upgrades and then 1 T ever on second row.

And then the most important part is that if your server have buildings for 400points you don’t automatically tick that and how you solve that is simple, you count how many players there is on the 4 WvW maps and there you do 0% = 10% then for every 1% players you gain 1.5% in tick, so if there is 10% full on all 4 maps and your server have 400Points you will tick 20% of that with then mean tick is 80. When there is 60% full on all 4 maps and all 3 servers you tick 100%

Change so only Siege can damage gates and limit so only 3siege on gate and 4 on wall part can damage and Yellow sword automatically when 3-4 siege attack gate/wall.

Add a Guild buff that you can add on Buildings that make CD on siege to 4hours and the guild buff last for 24-48hours.

To claim a building you need primary buff running, tower, keep, SM one off the defensive buffs, supply camp +5 supply, when all buffs run out you lose the claim, when you claimed a building you can set limitation how much supply players can take out when building is not attacked (no swords) and you get warning if you try to take supply when under limitation that you will be enemy to this building, take supply [Yes] [No] and if you press yes the guards will attack you and the gate turn red so you can’t go in/out as long as the guild have the claim.

Other guild can ask to take over the building and there the owner can say yes/no if he say no the guild can try again and then if 5 other guild say yes or something like that the guild takes it.

Change so commanders can select how se there tag, choice should be Group, Squad, Guild or All and so they can select show other commanders on map. On Squad you can make so the Commander get to choose all can join or ask, were ask he get question player x want to join Squad, the Commander can check how is in his Squad and then kick/ban player from it.

To get players to run in smaller groups add penalty, something like 35-50players -5% damage done or 5% damage taken 51 -10% damage done or +10% damage taken.

Add in game GM or simple let players get Mod function were they can go check reports on cheaters and then make recording in game so players get banned for cheating and bug abuse. (need to add cheat/bug abuse to report)

Give Scouts WXP and karma and maybe Magic find buff for 30-60min when leaving scout, when the area your scouting give points to server then scout get WXP and karma for every tick, (so before first t1 nothing), numbers am not sure about.

Escorting Dolys should give a buff were bronze give you +1supply you can carry Silver +2 Gold +3 supply you can carry and it last for 1hour (only successful escorts), it don’t stack but the 1hour is reset/you get higher if you had bronze and then do Gold you get +3 instead off +1 if you Escort again within the hour you have the buff.

Change so you cannot ress dead player when in combat and so when you’re dead you can’t see any players or at least you can’t see any enemy players.

Daily quest should be random so you and your friend will/can have different daily quest.

Add under guild upgraded so you can make your own guild emblem with you send in to Arena net and if its ok you can use it.

Give some classes show players in stealth, the player that is in stealth should not get info that they can see him.

When queue on the map lower AFK timeout to 5min and if you run against a wall to 2min, if you have scout buff and are in scout area AFK timer normal 15min.

With this changes you can keep the enemy at 0 points on tick so only points that you/enemy get is from stomps, scouting will be worth so much more when the server get 0 points if you lose a T3 camp/tower/keep until its upgraded again.

Night capping and upgrading when few players are online will give the server much less.

(edited by Shadow.3475)

Suggestion to make WvW more interesting

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Posted by: Shadow.3475

Shadow.3475

Just realized what more is needed and that is penalty’s, maybe losing T3 Keep with players on map -50 to 100points for server and -10 to 50% off one rank / player that didn’t help in deafens, if you have scout buff your immune .

(edited by Shadow.3475)

Suggestion to make WvW more interesting

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Posted by: Kraag Deadsoul.2789

Kraag Deadsoul.2789

My 10 Suggestions for Improving WvW:

1) Players in combat mode may not resurrect defeated allies; downed allies can still be resurrected per the current mechanic.

2) The gates of towers, keeps, and Stonemist Castle upgraded to the “Fortify” state (T3) can not be damaged by player skills. Only siege weapons can deal damage to these gates.

3) World Score points are awarded to the server which succeeds in capturing an actively defended objective. Actively defended is defined as at least one player who belongs to the world which owns the objective having been present within the objective’s sphere of influence (the “Defend the X” event radius) at any point during the current siege; they do not have to be present at the moment of capture. Each objective awards a base amount of World Score points on capture plus additional World Score points for each completed upgrade built at the objective.

4) No World Score points are awarded to a server for capturing undefended objectives (PvDoor will award nothing).

5) No personal rewards (loot, experience, karma, etc.) are given to players for capturing undefended objectives. The current rewards for capturing supply camps, towers, keeps, and Stonemist Castle will only be given out when capturing an actively defended objective (per the definition given in #3). To give even greater incentive for attacking actively defended fortifications, perhaps scale up the rewards based on the number of upgrades built at the objective.

(A poster in a previous thread in which these same suggestions appeared critiqued point #5 as being punitive to soloists and small roaming parties. I agreed and wrote a revision which scales rewards based on the number of players present when capturing an objective; the intent being to reward skill and effort rather than numbers.)

6) The rewards for defeating real players are substantially increased over their current level.

7) World Score points are awarded for each player defeated in combat by default rather than being an award associated with the Bloodlust Buff. Maybe even give a bonus for stomps; sending a player to defeat without stomping awards 1 World Score point, stomping awards 2 World Score points.

8) Supply camps, towers, keeps, and Stonemist Castle no longer earn World Score points for the owning server unless upgrades are built there. The amount of World Score points earned every 15 minutes (PPT) will scale with the number of upgrades; the more upgrades built, the more PPT an objective earns.

9) World Score points are awarded to the server each time an upgrade is completed at an objective they control. The points awarded will scale based on the level of the upgrade as well as the size of the objective. For example, upgrading to a reinforced gate (a tier 2 upgrade) will award more points than upgrading the walls (a tier 1 upgrade) and upgrading a supply camp with extra NPCs will award less than the same upgrade at a keep.

10) For each “Defend the X” event completed at an actively defended supply camp, tower, keep, or Stonemist Castle, the owning server earns World Score points. In recognition of the fact that the defenders have the advantage, the World Score points awarded will be a fraction of what the attacker would earn on capturing the objective; a 10-to-1 ratio is suggested as a starting point.

For example, if capturing a keep with some upgrades would award 50 World Score points to the attackers, the defenders will earn 5 World Score points for each “Defend the X” event successfully concluded at the keep. This only applies while there are players belonging to the world which owns the keep actively defending it; the owning world earns nothing if there are no players defending the keep during any 3 minute “Defend the X” event.

In Conclusion:

The above shifts WvW from passive rewards (earning PPT by sitting on empty, unupgraded objectives while PvDooring) to active rewards for engaging in conflict with real players and/or making investments in and defending one’s holdings while also addressing the issues of karma training and zerging.

It also recognizes the efforts of builders, defenders, and open-field PvP-ers by giving them the means to directly contribute to their server’s World Score (sorry escorters and scouts; I’m still thinking of ways to have your efforts recognized, as well).

So many souls, so little time. ~ Kraag Deadsoul

Suggestion to make WvW more interesting

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Posted by: Reborn.2934

Reborn.2934

+1 for Shadow.3475 and for Kraag Deadsoul.2789 posts .

i will add only 2 suggestions that i think are the bigger problems for dedicated wvw players and between gvg guilds and the rest of their server and one that will help to have better community in-game .

  • Rally : by killing someone enemy in downed state , it rally s ONLY 1 ally player not a full downed party ( 5 ally in downed state ) as it is now and it is coming unchanged from pve . wvw supposed to be more serious business than pve
  • when i speak with lord of a claimed tower i want to informed what guild has claimed with their [TAG] and who is the guild leader to speak with him .
  • in /t chat i want to see the [tag] next to name . this will create better communities inside the server .

p.s. kraag don’t afraid about scouters , if we don’t have PVD the scouters are already happy

(edited by Reborn.2934)

Suggestion to make WvW more interesting

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Posted by: Shadow.3475

Shadow.3475

Changed my idea for scout buff:
Give Scouts WXP and karma and maybe Magic find buff for 30-60min when leaving scout, when the area your scouting give points to server then scout get WXP and karma for every tick, numbers am not sure about.

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Posted by: Zephyron.7081

Zephyron.7081

OMG, I seriously hope ArenaNet is listening to these suggestions! WvW should really be about PvP on an epic scale that rewards strategy, coordinated efforts, and PvP skills! Right now, it feels more like zerging around to different PvE castles and avoiding enemy Zergs while killing PvE content.

WvW needs to increase rewards for successful gameplay in WvW, and by that, I mean against actual human players and not NPCs that are unguarded. Great suggestions! I hope the Devs are listening…

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Posted by: Johje Holan.4607

Johje Holan.4607

My suggestion would be to hire more people to actually work on WvW.