[Suggestions] Balances in WvW
Solution- Don’t buy Gems…
Tacktical Killers [TK]
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Solution- Don’t buy Gems…
That would say I don’t support anet which I do these were possible solutions for issues because I think just complaining gets us nowhere without suggestions to fix.
If you haven’t been reading these forums, Anet does not support this game mode!!!
Tacktical Killers [TK]
We’re looking for players.
PM me here or ING.
If you haven’t been reading these forums, Anet does not support this game mode!!!
If I saw anyone give suggestions rather than complain I would agree. This game mode however I believe is one of the most complex systems to balance. It is hard to Figure out rewards for like defending that can’t be exploited. Because this is a combination of different things it isn’t as cut and dry as we all feel it is.
552 pages worth with a search function that doesn’t even work.
Tacktical Killers [TK]
We’re looking for players.
PM me here or ING.
One of the reasons Anet is having such a difficult time with this issue is that they don’t want to limit participation by the larger servers or the servers with more participation per capita. Doing so would be self defeating as it would ultimately limit the participation in WvW over all of the servers.
However, there might be other ways to equalize the combat between servers with grossly inequitable WvW participation.
—Giving a boost to the attack and/or defensive stats of a server based on population differentials.
—Granting greater defensive characteristics to the castles/towers/etc owned by the server with the lower population.
—Giving higher bonuses/boons/booty to players of lower population servers for the capture of objectives and/or kills made while playing against higher population servers.
—Giving lower population servers access to an ability to ‘build’ legendary equivalent commanders or golems once they drop below a certain population ratio compared to the other servers.
—Give lower population servers the ability to ‘extensively’ reinforce structures with increased supply deliveries.
—Increase siege damage and range for servers with lower populations.
—Increase the base number and strength of NPC defenders at the objectives held by lower population servers.
None of these suggestions are suppose to directly penalize the higher population server. Such changes could be instituted without changes to the existing maps and would be less intrusive than giving less reward for what is done. It would instead give the server with the lower population a stronger offense and defense and a greater reward for achieving similar objectives with fewer players.
The changes could be manifold with each change taking effect at preset ratios and lasting only until more equitable ratios are regained (or lost).
The changes could be scaled after some experimentation to still allow larger servers some advantage, but not allow for the overwhelming domination such huge numbers have on servers with dedicated, but small populations.
It might also encourage servers with gigantic numbers to migrate some of their population to less populated servers once they feel that they still can reasonably participate in WvW against servers that are more heavily populated. After all, there is something to be said for having a small group of stalwarts prevail in the face of near crushing odds.
“Nothing will change”, end of story…
Tacktical Killers [TK]
We’re looking for players.
PM me here or ING.
One way we can help smaller group to have fighting chance against bigger group is to control the number of AC you can use at any one time. More player on map = lesser AC. Lesser player = more AC and lesser supply to build. I have seen how smaller group of player can hold off bigger group using AC. I don’t see any reason why a bigger Zergs still need AC. The ratio of player and AC need to set correctly to prevent any unbalance.
Lords vs Zergs
I’d like this but say you have an enemy zerg trying to take SMC (just as an example) and you have 50 friendlies at the lord, take him down and then an enemy zerg (say 50 again) come in, banner the lord. Now you have most of your strong players trying to fight the zerg while all the militia are trying to kill the lord. That lord will take forever to kill because you have many doing the event but not enough actually on the lord. You can make the bannering of a lord not available (as I see being asked on the forums often) but thats a different story.
Coverage Issues
This would alienate the oceanic players, while they’ll still be getting points, they’ll be worth less. Not just the points earned but the way they are seen as players. Many guilds are oceanic, and this would pretty much alienate them and make them seem like “lesser” guilds because they aren’t doing as much PPT as the other guilds during peak.
Spreading People Out
Again I like this idea but it would most likely encourage servers/large guilds to lower their play time as to look like an underdog and attract these guilds prior to the beginning of a season when in fact they are perfectly active (just not in WvW).
[OPED] My Names Not Bobby (Guard)
Garnished Toast
Lord vs Zergs
- When fighting a lord with many people when you do damage you sometimes do not get credit due to them dropping in health fast.
- When having a zerg go after your lord it melts so fast there isn’t enough time to get there to defend (sometimes).
Solution - Have lords scale like most world bosses do. This allows for ample time for people to defend and gives those there a chance to do enough damage to get credit.
I agree. I see no reason why lords couldn’t scale up or down depending on enemies with in a certain proximity. It is possible that there are reasons this does not exist or some problematic issues with it, but I cannot think of any at the moment.
Coverage Issues
- Right now fights are ultimately based off who has more numbers and coverage.
- If you have even coverage and rule during that time your work can easily be nulled during your servers off time making it feel pointless.
Solution
When maps have even fights scale ppt worth higher. When maps have uneven coverage scale ppt worth less.The reason I feel this works is because it still rewards work but scales the worth depending on how much effort was needed. So if server A has a map que and server b and c have no one on they had little resistance and just took whatever they want which should weigh as high as taking it with every server map qued. This also would allow servers during their prime times ability to make up for lack of coverage during off times.
An absolutely abysmal idea. Why should I be punished simply because no one on your server is in WvW? This is a horrible idea that only punishes players and minimizes their efforts because of a problem on another server. I can not think of a worse way to handle this.
Spreading People Out
- Servers have a natural imbalance due to player base
Solution
Post player coverage stats publicly for wvw for each server. Although I know we have the forums it can be very “buying loyalty”. I think giving the stats would allow for guilds to figure out where they could be more of use if looking to move.
I do not play on my server for coverage. I play on it because my friends have been here with me since release. This is a bad idea. All it will do is further encourage band wagoners to try to transfer, by showing them in hard print whee the better off servers are.
https://www.youtube.com/watch?v=6q3em9s5I4c
Coverage Issues
- Right now fights are ultimately based off who has more numbers and coverage.
- If you have even coverage and rule during that time your work can easily be nulled during your servers off time making it feel pointless.
Solution
When maps have even fights scale ppt worth higher. When maps have uneven coverage scale ppt worth less.The reason I feel this works is because it still rewards work but scales the worth depending on how much effort was needed. So if server A has a map que and server b and c have no one on they had little resistance and just took whatever they want which should weigh as high as taking it with every server map qued. This also would allow servers during their prime times ability to make up for lack of coverage during off times.
An absolutely abysmal idea. Why should I be punished simply because no one on your server is in WvW? This is a horrible idea that only punishes players and minimizes their efforts because of a problem on another server. I can not think of a worse way to handle this.
It wasn’t necessarily meant to punish it was to allow for servers have a fighting chance. I have seen on multiple servers that overnight 1 server owns literally everything making it completely impossible to catch them. I was thinking more of instead of scaling anything down more giving bonus points when things have to be worked hard for. So to reward the effort higher when effort is needed compared to a complete shut out that took no effort at all.
Spreading People Out
- Servers have a natural imbalance due to player base
Solution
Post player coverage stats publicly for wvw for each server. Although I know we have the forums it can be very “buying loyalty”. I think giving the stats would allow for guilds to figure out where they could be more of use if looking to move.I do not play on my server for coverage. I play on it because my friends have been here with me since release. This is a bad idea. All it will do is further encourage band wagoners to try to transfer, by showing them in hard print whee the better off servers are.
I do get the bandwagon fear. I was more thinking for strict wvw guilds that look for a home to fit into. Those people want fights and want to make an impact which sitting in que doesn’t do.
I like both ideas.
1. Not sure why this isn’t even implemented yet. It just makes sense that lords and supervisors scale with the amount of people in the area. This will encourage smaller groups due the “holy hell this is taking forever to cap”, and the enemy zerg comes in and wipes you.
2. I thought of this the other day and I don’t see why it wouldn’t work. Players will either adapt, or they will whine and leave. Players will ultimately want to play during a time when PPT is worth the most, so they should just naturally transfer to a server where they can get top PPT and not have to wait in a que. Bang for the buck so to speak.
Despite what people say or “you” might think, you are not being punished for this. You are still clocking PPT and capping the map which should be a walk in the park. If your playing during this time slot it’s because you choose to, so that would make it your own fault. If people don’t like it, change servers to another time slot where your PPT is worth more and the fights are plenty.
3. This one is solved by your suggestion 2.
Make transfers free for a period of time so all servers have a chance to evenly balance out. We’ll know this because it will reflect in the matches, they should be somewhat even.
Despite what people say or “you” might think, you are not being punished for this. You are still clocking PPT and capping the map which should be a walk in the park. If your playing during this time slot it’s because you choose to, so that would make it your own fault. If people don’t like it, change servers to another time slot where your PPT is worth more and the fights are plenty.
Wait, so your saying it is my fault I have a night shift job so on my off days I game on a late schedule. There for I have to get less value out of my effort simply because this doesn’t accommodate your personal needs?
How about if we simply punish your time slot instead. By your same brilliant logic that is fair right? It will simply offer more benefits to play in the off time and spread folks out.
I mean heaven forbid we have players taking advantage of your lack of effert in what you call “off hours”. That is simply absurd right? What kind of jerks play an all out, 24/7 territory, war game mod, would be so rude as to take some of the territory while your doing what ever it is you do, and not defending it…………Clearly the correct coarse of logic is to redesign the entire function of the points system to met your personal needs.
(edited by dancingmonkey.4902)
Solution- Don’t buy Gems…
Pretty much this.
Arenanet don’t care about ours opinions. They don’t cared about it in previous CDI… They even didn’t read the forum anymore, and the devs communication with the community is zero. They only post for announcement of “exiting” new changes… exiting for them…
Don’t buy gems. They care very much about this.
If arenanet devs want a game for them, and not for the community, they will need to buy gems for support their own game.
The Outnumbered buff could use some serious buffing since as is it’s completely useless.
It’s giving you a marginal reward assuming you can do anything, which you can’t really, all you can hope for is camps and sentries close to home.
I’d like to see it give some serious HP buff, because since you’re greatly outnumbered, chances are you’ll find yourself… greatly outnumbered.
Three or four times your normal HP sounds about right to me.