Understanding the WvW Reward System People Want
Snowballing is never fun in any game.
same could be said about level 1 threw 80……. think of this system as 80 to 90 but where most people never play enough to even get to (85)
I am a DAOC vet and I’ve said this in every one of these threads and I hope it gets picked up. They need to just add a way to track all of our stats. Every PvP stat you can think of (kill/death ratio, i remain standing, solo kills, largest crit blah blah) daily, weekly, monthly, all time. Let us log into a website and see what we cap most, what invaders we kill most, what class does the most damage to us etc etc.
Add a point system that is tied to titles and ranks only. Let a higher level of points buy cosmetic gear unique to that point system/rank. Let other WvW enemies see your rank over your head. You gain points by participating in WvW and player kills. This system would be designed for individual, so it should weigh player kills more than capping but let everything count. Allow the points to work with groups, figure out a way to give points to popel who “support” others making a kill such as throwing a combo down or adding regeneration.
Now you have a system where people can look at stats over time, have cool cosmetics and enemies can see your rank and know you have killed a lot of people before them. But you have ZERO advantage over them.
I like stiv’s idea a lot. Gives you clout but now power over any other player at equivalent gear/level ratings and it doesn’t become a, well I play 16 hrs a day so I’m better kind of deal.
How do you make a PvP game with no stats or titles to shoot for?
why not slight power over another player? its no different than a level 70 vs a level 80 or a level 80 with exotic gear vs a level 80 with rare gear. Getting to level 80 and the best gear doesnt take along long time in this game. the reward system would add another layer on top but would take years to achieve very high in it.
We SPVP for fair, equal fights. why cant WvW have a reward for those devoted and fighting for their server every day and goal to get your character better. it really isnt any different than basic levels or gear advantages that are already there it just adding a reason to keep playing your character for a very long time to improve
(edited by Pirhana.8935)
DAoC was a game that had 1/8th of GW2’s playerbase at its peak. People played DAoC for 10 years because they disliked WAR, WoW, EQ, and Lineage, and needed a regular fix of RvR.
Let’s clarify one very important thing: I’m happy that a lot of the DAoC die-hards are giving GW2 a try. Really, I am.
But, could you please resist the urge some of you seem to have to try to turn GW2 WvWvW into DAoC? What next, calls for massive amounts of CC to be added to the game? We’ve already seen calls for just about every other adjustment to WvWvW to make it more like DAoC.
Give GW2 a chance the way ArenaNet envisions it. If, after a year or two, it’s still not to your liking, either give up or THEN start calling for changes.
But calling for changes to WvWvW after the game’s been out a month on the basis that you’re getting bored says far more about you than it does about GW2.
@mcl
dont get me wrong i really like GW2 and its WvW, i just see the issue that alot of people cant handle and thats that people feel like they hit a wall and there character is done and cant improve. i just refer to DAOC’s system because its the only one ive seen that worked and kept people playing that SAME charcter instead of 10 alts
Pirhana, no power advantage because that cuts against the core of what Guild wars is about. It’s about skill. There is not suppose to be a grind for anything that isn’t cosmetic. If you have a power gain no matter how slight, no matter how long it’s distributed over, it will be called a grind.
Giving us stats, titles ranks and cool looking stuff based on rank should give you what you need to keep playing no?
That wall is there for a reason. Stats-wise, their character IS done. There’s no more gear progression. ArenaNet isn’t Mythic. Character growth comes from getting prettier, not stronger. Maxing out all crafting (and you can max out every crafting skill on one toon). Playing the market and getting richer. Becoming more proficient in tactics and strategy on the battlefield.
Honestly, until GW2 was launched, everyone kept insisting they played DAoC for 10 years because it was FUN, and “fun” was defined as “all the great RvR fights”, and how all the DAoC classes were so much fun to play in RvR, and how skill was the most important aspect of DAoC.
Now, suddenly, that’s all a lie, and people played DAoC for 10 years because of some artificial progression system.
Frankly, I don’t want to see any such system in place, for one simple reason: It rewards people who have more time to play.
Let’s take another very successful franchise as an example: The premier FPS (like it or not), CoD. For the past several years now, they’ve had achievements, unlocks, and ranks. PURELY COSMETIC achievements, unlocks, and ranks. Once you hit level cap, that’s it; you’re done. No more power, no more progression, unless you get bored, want to re-lock all your weapon unlocks, and start again for the strange desire to have a different graphic next to your name on the scoreboard.
Those, I’m fine with. If people want to forego food, personal hygiene, interpersonal relationships, and a career just to be level 80 rank 10 or whatever in a videogame, more power to them. I happen to think it’s a massive waste of time and effort, but it makes them happy, so they can have at it.
The DAoC system, on the other hand, was NON-COSMETIC progression. In short, it benefits those who have no life.
Know what’s not fun to a lot of people? Coming into a fight only to get smacked down not because of skill, but because someone hasn’t left their chair for three solid months.
I realize there are people that want that sort of system. I also realize that non-cosmetic progression past level cap is nothing more than a game of “I can spend more time playing than you can, and am better not because I’m a superior player, but because I have less of a life than you”. It’s a system that encourages people to do anything to get to than next step in the non-cosmetic, post-cap progression, including paying people to auto-progress for them, hacking, and so forth.
You didn’t see it that much in DAoC because it was, at best, a niche game and there was no real market for those who seek to illegally make real-world profit from doing such things. That’s not the case with GW2. In GW2, you will see those things, because that market exists.