Visions of a better WvW

Visions of a better WvW

in WvW

Posted by: Darsh.3145

Darsh.3145

Hey all, I know there has been alot of posts about ppl who are unsatisfied with WvW and im sure most of us are tired to hear the problems ppl have with WvW. But I figured, I want this game to be awesome so I will post my opinions on what I think needs to change in WvW. Feel free to disagree, i’m not here to argue, I simply want to make some suggestions.

When I first started reading about this game, quite a long time before it came out, I was very anxious. I just couldn’t wait for GW2 to come out. I’ve been waiting soo long for a good MMO with Dynamic content and an intense large scale PVP like WvW has to offer. To me, WvW was the main reason this game was going to be “the game”. I didnt really care about the F2P.. because if done right, I’d pay to play without hesitation.

After playing this game for a while now (through beta as well) I’ve finally come to realise that there are alot of things missing to make WvW more “interesting”. In its current form, WvW is more like a large battleground where many players fight for.. unfortunately.. points.

On many lower to mid tier servers, ppl simply run around in zergs and completely avoid the other zergs. They just run in circle capping back what the enemy zerg captured 5 minutes ago. There is little to no point in defending a Keep/ tower / supply camp. The best way to make lots of EXP, Karma and money is simply to run around and capture as many objectives as possible in as little time as possible without caring about defending anything, because having your towers taken by the enemy means you can make more money, exp and karma by getting it back later.

I understand that on most top tier servers, this doesn’t seem to happen as much as the players / guilds are much more competitive and actually try to hold what they own so they can keep making as many “points” as possible every tick.

But in the end, you’re still just fighting for “points” which really doesn’t give you much other then the World bonuses (Artisan, Gatherer, Robust, Defender.. ect) those are nice.. but they do not provide you with a sense of ownership when you capture a Keep or a tower.

So what am I suggesting? A couple things actually.

Visions of a better WvW

in WvW

Posted by: Darsh.3145

Darsh.3145

1) Make the EXP / Karma / Money rewards from capturing an objective a Dynamic reward. Capturing an empty Keep in 5 minutes shouldn’t give you the same rewards as fighting players for 30-45 minutes to finally get control of the keep.

2) Everything in WvW should cost Badges of Honor. Want to buy a commander tag? Badges of Honor. Prove that you are really a WvW leader and not someguy who simply bought gold. Everyone who currently has a commander tag should be reimbursed 100g and be forced to buy a new Commander Tag using Badges of Honor. Siege weapons should also cost Badges of Honor. Everything. Upgrades on a Keep? Badges of Honor! upgrading towers should cost less then upgrading the same things on a Keep since towers are smaller. Badges of Honor should be the currency for WvW.. period.

3) Owning an Objective as a guild should provide an advantage such as, an income of Badges of Honor going straight into the guild bank for every tick you manage to keep the objective (this doesn’t have to be a huge amount of badges) but it would at least motivate guilds to attempt to keep their forts. Furthermore, owning an objective could increase the drop rate of Badges of honor from enemies killed around the Keep / tower (for owning guild members only). And Defending an objective should also give badges of honor to everyone involved in the defense. But only defending. Not capturing. And this could also be dynamic reward, so the bigger the enemy forces who are attacking, the more badges players gain.

4) Objectives should be co-owned by more then one guild. For example. Supply camps are small and Towers could be owned by 1 guild. While keeps could be co-owned by 2 guilds and Stone Mist Castle by up to 3 guilds. The way this could work is with contribution. Once the objective is captured, the game would be able to see which guild contributed the most and which one the second most and assign them as 1st and 2nd owners. The 1st owner would get to display its banners and get the bigger “rewards” while the 2nd owner would get a reduced reward, etc..

5) Make defending towers a bit easier. Defending should always be easier then attacking. Walls and gates should be a bit harder to destroy, maybe not much but a little. Same thing with Tower and Keep mounted defense such as canons and mortars since they are right on the edge and really easy to destroy compared to well hidden Arrow carts. Defenders on walls could also get a damage reduction bonus of some sort for simply being on / behind walls (again making it a bit more realistic since in reality ppl would be on the walls using cover ect) Finally, the Keep lords need to be buffed some. I find it so lame that when the zerg fianlly breaks through the gate, they simply go straight to the Keep lord and within 30 seconds, the fight is already over and tower flips. Once the enemies are inside, give the guys inside defending a chance to actually fight and push back the enemies. The Keep lord fight needs to be a bit longer.

Visions of a better WvW

in WvW

Posted by: Darsh.3145

Darsh.3145

6) More Awesome WvW Items / abilities / artifacts /features. How many PVE sets of weapons and gears can you get? lots right? pretty much every dungeon, not to mention you can buy sets with gold and more sets with Karma. How many sets do you find in WvW? 1 set. Anyone else see a huge problem with that? The weapons look terrible too and they cost a fortune. Plus.. we can’t get any ascended items in WvW but you can get Ascended items by doing PVE fractals. why can’t WvW give the equivalent of Ascended gear too?

As for other things, wouldn’t it be cool if you could spend a huge ridiculous number of hard earned badges of honor to buy some kind of magical 1 time use only WvW artifact? For instance, an example of an artifact could be a blueprint to build some kind of magical altar used only inside a keep or tower owned by your guild. Once used by your guild, it could rain down fire from the sky and pulverize everything in your Keep’s courtyard. Or another artifact could be something that summons a huge kitten monster that would help you defend your keep or attack an enemy keep. ect. Again, guilds would really work hard at owning keeps to gain badges of honor if it meant they could summon cool Monsters to help or cast legendary spells using large number of these badges of honor.

7) Finally, the structure of WvW I think could be a bit different, right now, everyone just joins whatever borderlands they can, including Eternal battlegrounds right from the begining. What I would personally like to see (and this is my opinion only) is more of an advancement / progression system. For instance, Eternal Battleground should be locked from the very begining until you’ve managed to secure your entire borderlands (excluding supply camps). Also, things should be more difficult to capture if they are deeper into enemy territory. For example, if you go into an enemy borderlands and you decide, to run across the entire map to cap an objective thats not even close to anything owned by your server, it should be Much more difficult then capturing an objective that is adjacent to something owned by your server. So capturing a Tower far behind enemy lines could simply have the “Tower boss” having some kind of buff making it harder to kill, and also making it longer to flip the point once the boss is killed. So there would be an advantage to methodically progressing by caping an objective closer to your own objectives.

Once you’ve unlocked Eternal Battleground by completely owning your borderlands (supply camps shouldn’t count), your server can finally start fighting inside Eternal Battlegrounds. At first all objectives in Eternal Battlegrounds shouldn’t be neutral, but owned by an enemy NPC faction like undeads or ghosts (this is the Mist afterall) meaning you wouldn’t just be able to walk in and capture everything undefended. your server will also want to have players in enemy borderlands fighting there to prevent the other servers fromm unlocking the Eternal Battlegrounds. Once unlocked Eternal battlegrounds would remain unlocked as long as your server has at least one tower (or keep) in the Eternal Battlegrounds. So even if enemies manage to recapture objectives in your borderlands, as long as you still have 1 tower or keep in EB, you’re good to stay. But if you lose your last keep in EB, and your server doesn’t own all of its borderlands, and you die, you would be forced to go back to your borderlands where you will have to reclaim it to unlock Eternal Battlegrounds again. Unless of course the remaining survivors in EB from your server manage to recapture a tower or keep, which would once again unlock EB and allow players to go there without having to reclaim the borderlands.

Meh.. at least this is what I think would make it a bit more interesting and it would require alot more work to finally get to Stone Mist Castle instead of just being the first guys who queued in EB and rush SMC. kinda lame in my opinion.. its the biggest objective in the game and you can just take it day one the second WvW resets.

Anywho.. I know i wrote a freaking novel here. Like i said earlier. I don’t want to argue with anyone. All these are simply my opnions / suggestions to make a great game even greater! thanks for reading (if you made it this far!) lol

Anywho.. I know i wrote a freaking novel here. Like i said earlier. I don’t want to argue with anyone. All these are simply my opnions / suggestions to make a great game even greater! thanks for reading (if you made it this far!) lolHave a nice day!

(edited by Darsh.3145)

Visions of a better WvW

in WvW

Posted by: Darsh.3145

Darsh.3145

I guess I wrote an essay here.