Things i think would improve wvw's quality
Defending pays in loot bags if done right. Some experience and silver but I’m hoping most WvW players don’t play for these things.
Supply camps are indeed refueling stations. They are camps that have supply!
I do agree that the commander should provide some more functionality, but that is already the topic of many threads on this forum.
Wooden gates are made of butter yes. Reinforced gates can take quite the beating and I think the map-size is fine. I really don’t want to walk EVEN further if there are no waypoints up.
Sure you may think in numbers that 3-4 minutes to walk to places is not a long time but after a couple deaths or way pointing to go to a new objective, these 3-4 minutes add up to a lot of time spent doing nothing and being bored out of your mind. Is that really what you think WvW needs more of?
V I C E V E R S A
1) get rid of the boarder land buff that makes the winning team stronger. That’s just a bad idea from the beginning.
2) Cut the cost of upgrading structures by 90% maybe more. That way when the zerg does not come back and help defend you have not lost much.
3) Golems no longer have ranged attacks. Golems are portable siege that are very useful. They must get up on top of the door like rams to attack door.
4) Fix the Zooming. If play A is on north side of wall and player B on south side of wall, Player A should not be able to target player B.
5) Give incremented rewards for defending structures based on their upgrade status as well as taking towers rewards based on upgrade status of tower.
6) players should be able to carry supplies from supply camp to a destination and drop them off.
Some thought I have had for improving WvW gameplay.
They should make more upgrades to towers and camps (faster supply delivery, 4x supply dolyak pulling cart, special tower guards, repair men, more types of defensive siege like oil)
Not to mention – larger distances… all maps (except EotM) should be increased in size by 50%.
Currently @ some T1 server in EU
i think it might have worked better had the capturable objectives been slightly more linear geographically, ie: you’d need to take an outer keep, then a middle keep, then the enemy’s home keep, similar to how DAOC originally did it. Highly unlikely to happen now of course, but in retrospect, I think the map layouts could have been a lot better.
I’d still like to see a WVW dungeon in the same vein as (DAOC) Darkness Falls that combines PVP and high-end PVE and effectively serves as a reward to the server holding the most keeps.
@OP:
What you don’t understand is that people don’t defend for one main reason…. it is boring. Most people play the game to actually play, not to sit around waiting for something to happen. That will always be the case with defense.
So you had an idea of upgraded structures earning more points. The problem is that it is REALLY easy to defend a T3 tower already. I’m concerned that it will give the server that is ahead early a huge advantage. Most servers are a lot of fairweathers that don’t play after they start trailing on the scoreboard. That’s not good for fun fights.
How about a way to form groups and organize effectively.
There are some people who have more than 5 friends/guildmates and don’t want to turn on the pin and have a zerg showup. Why arenanet hasn’t addressed a way to create private/guild only medium size forces is beyond me. Something I may have mentioned on occasion
Defending pays in loot bags if done right. Some experience and silver but I’m hoping most WvW players don’t play for these things.
Supply camps are indeed refueling stations. They are camps that have supply!
I do agree that the commander should provide some more functionality, but that is already the topic of many threads on this forum.
Wooden gates are made of butter yes. Reinforced gates can take quite the beating and I think the map-size is fine. I really don’t want to walk EVEN further if there are no waypoints up.
Sure you may think in numbers that 3-4 minutes to walk to places is not a long time but after a couple deaths or way pointing to go to a new objective, these 3-4 minutes add up to a lot of time spent doing nothing and being bored out of your mind. Is that really what you think WvW needs more of?
supply camps flip every 5 minutes from hand to hand (like a …) and i don’t think that this is the behaviour that arenanet devs had in their minds.
i’ve seen too many times huge blobs not placing a single siege weapon to break down a gate… melting it (<30 sec) if it was normal, some more time if it was reinforced. nothing can really stop it.
about the time spent moving the reason for having a bigger map is just one: the more is the distance between objectives the more disadvantageous is to move like a single blob.
maybe should be found a way to let people move without spending too much time walking… only a slight reference to the simil-lattice system of eso (but i don’t really know how it works)
another fix can be “dead people respawn automatically after 1 minute”
@OP:
What you don’t understand is that people don’t defend for one main reason…. it is boring. Most people play the game to actually play, not to sit around waiting for something to happen. That will always be the case with defense.
Defending pays in loot bags if done right. Some experience and silver but I’m hoping most WvW players don’t play for these things.
i’m not saying that people have to stay in their keeps/towers to be instantly prepared to defend the objective, nobody wants it and nobody do it (false, some server does…).
there are situations like: the tick is within 15 minutes, the lord buff lasts 5 minutes. we can lose the keep/tower and recap it before the tick, because the objective is currently worthless (without upgrades or without supplies or something like that). but why should i be awarded/encouraged more for capturing it than for defending it?
lastly, i play only wvwvw 2-3 hours after dinner 4-5 times a week and i get less rewards than a player that plays only pve the same hours. but that’s another story.
So you had an idea of upgraded structures earning more points. The problem is that it is REALLY easy to defend a T3 tower already. I’m concerned that it will give the server that is ahead early a huge advantage. Most servers are a lot of fairweathers that don’t play after they start trailing on the scoreboard. That’s not good for fun fights.
well i’m not paid to find perfect solutions XD
jokes aside, yes your’re right… it has too many flaws.