[Suggestions] Some Simple Improvements to WvW
One of my biggest suggestions is that ANET create some kind of penalty for guilds who switch servers in order to be associated with a higher “T” rating. It leaves those of us who want to stay on a server and WvW, endure crappy numbers and lose a lot. It takes the fun out of WvW. The point of WvW is the struggle to become the best. It’s not to move to another server in order to be the best. When things get tough on a particular server, people leave in mass. Those of us who stay, have to rebuild and endure beating after beating before we get enough numbers again. Then it seems to happen all over again. It gets very tiresome and takes the joy out of WvW. I don’t know what the exact answer to this problem is, but I would ask that ANET seriously look at and discuss this problem.
Sincerely,
—Arten The Great
There is already a penalty. You need to pay for a server transfer, which I believe is more expensive for popular servers. While this may not put everyone off, it will deter some. I am not sure they can add any more punishments without running the risk of it becoming unfair on people who want to transfer for other, more understandable, reasons.
I think it would be far better to incentivize players to stay than to punish them for leaving. How that would be achieved I do not know.
As to my adjustments, does anyone think they would help? If not why not? I am interested to see if anyone has any ideas on how to improve WvW, without requiring any drastic or big changes. I believe with some clever tweaks WvW could be substantially improved.
One of my biggest suggestions is that ANET create some kind of penalty for guilds who switch servers in order to be associated with a higher “T” rating. It leaves those of us who want to stay on a server and WvW, endure crappy numbers and lose a lot. It takes the fun out of WvW.
If they wouldnt be allowed to leave, they would probably stop raiding instead and you would still endure crappy numbers and loose alot. You are pretty much asking Anet to imprison people.
Anyway, its always been fairly pointless to suggest even the simplest of improvements as Anet always does their own thing and rarely visit the forums for feedback or revert changes when they break things (masteries breaking siege like the insane damage on superior arrowcarts). Currently, its extra pointless. Alot will change with HoT which means WvW is going to be different.
I’m already burned out on the whole PPT system/mechanic, so these changes wouldn’t really do anything for me personally.
increasing the health of walls/doors is just going to make PvD even more boring. Making siege more health is just going to make fighting against siege more boring. Making it worth more points to hold one object longer is going to favor the side with the greatest numbers even further, and create even larger landslide victories.
Instead of rewarding for taking things in enemy BL’s reward players for actually holding/defending something. Atm you will be better rewarded by taking a tower, running to take next objective while defenders back-cap it. There is no reason to defend anything.
When playing with guild, our main reason to take towers etc in enemy BL is mainly to get the defenders to come out and play with us. Unfortunately not often they do, it is just so much easier to just scout from the next nearest walls, and run and back-cap when we get tired of waiting and goes to take something else.
“Understanding is a three edged sword: your side, their side, and the truth.”
“The objective is to win. The goal is to have fun.”
Those are valid points about the tower and siege health, joneirikb. You’re right, that would likely only make PvD more boring. I do still think it should take longer to take towers and keeps though. They seem to be made of paper and fall far too quickly, but like you say, that is probably intentional to keep things fast and fun.
It seems to me, that the only things most players fight hard over are the 3 keeps. If one of those is threatened, you often see a lot more people rally to their defense. So how do you make the other towers more attractive, so players want to try harder to keep them? Or should they be more attractive? Maybe having too many attractive objectives would spread things out too much?
Maybe the answer isn’t in the core mechanics of the game and rather in the map layout. In which case maybe the new HoT map will address that. I guess we just have to wait and see how the new BL plays out to see if things improve. I have high hopes for the new map, but it would be good to find ways to improve the alpine maps, for if/when they return. Or perhaps they will redesign the alpine map layout.
The problem with making (for ex) towers longer and harder to take, is that they at the moment serve little purpose, they don’t really give you much other than a bit more PPT than a camp. I think the HoT map could change a bit on this, but we will have to see.
And because towers are largely so pointless to take, making them take longer to take will just make people ignore them, unless they have a zerg of 30+. There is also the whole population issue here, not many servers can actually spare enough people to defend a tower, especially when you take coverage into consideration. So everyone focus on keeps and ignores towers.
If you where to make towers take longer to capture, I think I’d rather see something like focusing more guards inside the tower, and have other defense mechanisms that would slow down an attack inside the tower. I’m going to get accused of being a filthy PVE’r now, but add a bunch more guards (especially the zealots and ritualist ones) inside the tower, and make the lord scale with the number of players, and have aoe abilities (the tower lord is stupidly annoying on single target, and not good for much else).
That way, instead of banging head at a door, we can at least kill a few guards, slight improvement.
Regarding the whole keeps vs towers and numbers. I’ve suggested before to have ANet scale the number of maps to the number of players. So we don’t sit with 3 empty borderlands depending on the Population & Coverage. There is no reason why Tier 7+8 for example should have 4 maps open at night time when nobody is awake anyways, EBG would probably be enough. This would force more activity on the remaining maps (and could also possibly remove the queue problem on higher tiers by opening more copies of maps).
Regarding HoT map I think it will be interesting to see what they do, but I doubt a single map can fix everything. Still looking forward to it though.
“Understanding is a three edged sword: your side, their side, and the truth.”
“The objective is to win. The goal is to have fun.”