What is the advantage of playing WVW now?

What is the advantage of playing WVW now?

in WvW

Posted by: GreenRipper.6432

GreenRipper.6432

I think a progression system for WVW is extremely necessary for this game mode. Today the player WVW has no rewards for playing this mode, the drop and items that can be purchased with badge are ridiculous.
With this you do not have any more attractive for a player participate in the WVW. You have to think more on the actions they take not only in order to facilitate but to attract and retain players. For this the game lose players every day, there’s nothing to keep the interest in it.

Nightmare Clown – RUSH guild [Yak’s Bend]
www.twitch.tv/nightmare_clown

What is the advantage of playing WVW now?

in WvW

Posted by: TooBz.3065

TooBz.3065

WvW is more fun than either PvE or PvP. This is obviously just my opinion. But the reward for WvW is watching two army smash together.

Anything I post is just the opinion of a very vocal minority of 1.

What is the advantage of playing WVW now?

in WvW

Posted by: met.9653

met.9653

Well there is no reward in wvw, you just play for fun untill you get bored to death cuz this game mode is stale and with no future.

What is the advantage of playing WVW now?

in WvW

Posted by: CrimsonNeonite.1048

CrimsonNeonite.1048

People don’t play WvW for reward, some still play for the PPT competition , until they find out the Community aspect is flawed (i.e transfers) and that they’re playing for nothing much back in return.

Perhaps as a Raid group; group progression, personal progression and otherwise for the good fights.

Scrubio
Plays completely opposite professions to his main Teef.

(edited by CrimsonNeonite.1048)

What is the advantage of playing WVW now?

in WvW

Posted by: aspirine.6852

aspirine.6852

People don’t play WvW for reward, perhaps as a Raid group; group progression, personal progression and otherwise for the good fights.

You are right, But that doesnt say that there should be no rewards The drops are terrible in wvw. The things to buy with badges are worse than the things you can buy with gold doesnt help either.

What is the advantage of playing WVW now?

in WvW

Posted by: Buell.3701

Buell.3701

Well, I play in a zerg busting guild and the reward for me is the satisfaction of wiping a 40man zerg with 10-15 people. That’s one of the greatest feelings in this game.

Also, as gimmicky as the server tier system may be, it could be rewarding to be on a server that’s moving up.

What is the advantage of playing WVW now?

in WvW

Posted by: McWolfy.5924

McWolfy.5924

I like killing people. A lot of people

WSR→Piken→Deso→Piken→FSP→Deso
Just the WvW
R3200+

What is the advantage of playing WVW now?

in WvW

Posted by: Reaven.3958

Reaven.3958

Well there is no reward in wvw, you just play for fun untill you get bored to death cuz this game mode is stale and with no future.

This is why I’m jumping ship. Getting so bored. Just jumped on the forums to see what kind of hoopla was going on about applied strength/fortitude removal after a friend posted about it on facebook. Moving to Star Citizen — game is in pre-alpha and has more engaging pvp than this. Black Desert is looking pretty good, too.

What is the advantage of playing WVW now?

in WvW

Posted by: Julie Yann.5379

Julie Yann.5379

With the new changes you will have the advantage of not wasting your hard earned gold on stupid upgrades. No more need to farm PvE to pay for WvW. So instead of making you poorer you can just remain poor.

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

What is the advantage of playing WVW now?

in WvW

Posted by: chronometria.3708

chronometria.3708

I would really like the pvp track system to be put into WvW, or something similar.

Doing those gives valuable rewards, wearable and sometimes exclusive items and handy stuff, like transmutations.

Currently all we get is to salvage some items and hope for silk.

What is the advantage of playing WVW now?

in WvW

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Playing WvW is its own reward.

But then again, playing sPvP was its own reward, too, until they overhauled its reward system. WvW is due for a change.

John Smith: “you should kill monsters, because killing monsters is awesome.”

What is the advantage of playing WVW now?

in WvW

Posted by: Jonesi Blitz.5263

Jonesi Blitz.5263

I was going to start my own topic for this, glad I looked around. So here are my proposed changes to WvW.

In sPvP you have Titles & Achievements that are obtainable in months time instead of years time. You can get a custom set of armor through playing many matches and earning the reward track. You can obtain unique finishers.

So my idea:

  • Give players finishers when they reach particular levels of WvW rank.
  • A unique armor set that can be bought for ungodly amounts of a unique currency that you can only get in WvW (not EoTM).
  • Change those god awful WvW achievements.

Suggested changes to achievements:
*Yakslapper – 1,000
On an enemy borderland that owns all their camps, you can make 3 circuits in 1 hour killing 30 yaks total (6 camps, 2 yaks, 3 times) If you farmed an hour a day and were actually able to kill 30 yaks it would take you a little over a month.

*Kills – 10,000
It is fairly easy to get large number of kills while zerging. Still this should be obtainable in a few months of play.

*Repair – 10,000
A little low i’d think but still something that would take a couple months of trying to earn, if not a year.

*Captures – 10,000
This is the you captured anything achievement and unless you are Karma Training it should take quite a while to hit this. But not out of the scope of a year.

*Escorting – 2,000
Escorting takes time per point, and could be killed easily by an enemy sneaking in and bursting. But a high number should be encouraged so players take the time to escort as needed. But still not spend their whole life doing it.

*Capture Castle – 1,000
[i] Stonemist is either flip happy or hard to cap depending on the match-up. Assuming some unlucky match-ups 1000 should take a long while, on the other hand its not out of reach for those that let it flip slightly more often.[/]

*Capture Keep – 1,000
[i] A hard objective as keeps don’t flip super often you may see 1-2 keeps flip on a good day of playing unless you are on ridiculous amounts or your enemy is not trying to hold their keep.[/]

*Capture Towers – 1000
Arguably low especially with break out events nearly securing you a free tower often, or undefended boarder lands easy to get, but this is an achievement and as such it should be obtainable. Still high for the new player coming into the game.

*Capture Camps – 2000
Camps flip a lot easier compared to other objectives. However the player is not always the one flipping the camp so still an obtainable goal for those supporting all positions

The following are the defending objectives not sure if this would fully be removed with the new upgrade system being a defend event.

*Defending – 10,000
This is the defend all things. Should be obtainable.

*Defending Stonemist – 1,000
I feel like defending Stonemist to often is not strategic to the play of some commanders so an obtainable goal is what I was aiming for.

*Defending Keeps – 2,000
Keeps are the life of your borderlands, with waypoints and large amounts of supply they open up your play quite a bit and they are massively defensible. A higher number for defending so that it encourage players to defend them.

*Defending Towers – 1,000
Towers offer useful position for siege and add to your ppt, but they are also easier to reaquire so sometimes a tower defense can be forgone, therefore just the obtainable goal. Still encourages defending towers quite a bit.

*Defending Camps – 1,000
Same argument obtainable blah blah

These changes would encourage more players to play WvW to earn the achievements and titles beyond those that just enjoy WvW. Similar to the PvP titles being changed to encourage more people to try it.

(edited by Jonesi Blitz.5263)

What is the advantage of playing WVW now?

in WvW

Posted by: Aerathnor.8305

Aerathnor.8305

I would really like the pvp track system to be put into WvW, or something similar.

Doing those gives valuable rewards, wearable and sometimes exclusive items and handy stuff, like transmutations.

Currently all we get is to salvage some items and hope for silk.

So much this, you pray for light armor so you can sell that silk.

What is the advantage of playing WVW now?

in WvW

Posted by: misterdevious.6482

misterdevious.6482

  • PvE: Select which mastery you want to unlock, select which specialization you want to unlock with Hero Points
  • PvP: Select which reward track you want to complete, gain gear from selected dungeons and specific zones
  • WvW: Gain generic rewards and pointless points (past a certain point) which only affect WvW. And constantly changing titles.

What is the advantage of playing WVW now?

in WvW

Posted by: Sirbeaumerdier.3740

Sirbeaumerdier.3740

I think a progression system for WVW is extremely necessary for this game mode. Today the player WVW has no rewards for playing this mode, the drop and items that can be purchased with badge are ridiculous.
With this you do not have any more attractive for a player participate in the WVW. You have to think more on the actions they take not only in order to facilitate but to attract and retain players. For this the game lose players every day, there’s nothing to keep the interest in it.

The reward is the game. If the game is not a reward to you…

What is the advantage of playing WVW now?

in WvW

Posted by: Zetsumei.4975

Zetsumei.4975

I was going to start my own topic for this, glad I looked around. So here are my proposed changes to WvW.

In sPvP you have Titles & Achievements that are obtainable in months time instead of years time. You can get a custom set of armor through playing many matches and earning the reward track. You can obtain unique finishers.

So my idea:

  • Give players finishers when they reach particular levels of WvW rank.
  • A unique armor set that can be bought for ungodly amounts of a unique currency that you can only get in WvW (not EoTM).
  • Change those god awful WvW achievements.

Suggested changes to achievements:
*Yakslapper – 1,000
On an enemy borderland that owns all their camps, you can make 3 circuits in 1 hour killing 30 yaks total (6 camps, 2 yaks, 3 times) If you farmed an hour a day and were actually able to kill 30 yaks it would take you a little over a month.

*Kills – 10,000
It is fairly easy to get large number of kills while zerging. Still this should be obtainable in a few months of play.

*Repair – 10,000
A little low i’d think but still something that would take a couple months of trying to earn, if not a year.

*Captures – 10,000
This is the you captured anything achievement and unless you are Karma Training it should take quite a while to hit this. But not out of the scope of a year.

*Escorting – 2,000
Escorting takes time per point, and could be killed easily by an enemy sneaking in and bursting. But a high number should be encouraged so players take the time to escort as needed. But still not spend their whole life doing it.

*Capture Castle – 1,000
[i] Stonemist is either flip happy or hard to cap depending on the match-up. Assuming some unlucky match-ups 1000 should take a long while, on the other hand its not out of reach for those that let it flip slightly more often.[/]

*Capture Keep – 1,000
[i] A hard objective as keeps don’t flip super often you may see 1-2 keeps flip on a good day of playing unless you are on ridiculous amounts or your enemy is not trying to hold their keep.[/]

*Capture Towers – 1000
Arguably low especially with break out events nearly securing you a free tower often, or undefended boarder lands easy to get, but this is an achievement and as such it should be obtainable. Still high for the new player coming into the game.

*Capture Camps – 2000
Camps flip a lot easier compared to other objectives. However the player is not always the one flipping the camp so still an obtainable goal for those supporting all positions

The following are the defending objectives not sure if this would fully be removed with the new upgrade system being a defend event.

*Defending – 10,000
This is the defend all things. Should be obtainable.

*Defending Stonemist – 1,000
I feel like defending Stonemist to often is not strategic to the play of some commanders so an obtainable goal is what I was aiming for.

*Defending Keeps – 2,000
Keeps are the life of your borderlands, with waypoints and large amounts of supply they open up your play quite a bit and they are massively defensible. A higher number for defending so that it encourage players to defend them.

*Defending Towers – 1,000
Towers offer useful position for siege and add to your ppt, but they are also easier to reaquire so sometimes a tower defense can be forgone, therefore just the obtainable goal. Still encourages defending towers quite a bit.

*Defending Camps – 1,000
Same argument obtainable blah blah

These changes would encourage more players to play WvW to earn the achievements and titles beyond those that just enjoy WvW. Similar to the PvP titles being changed to encourage more people to try it.

I believe most will agree the one achievement that should stay as it is is kills.

Kurodaraku – Necromancer | Kuroshikon – Ranger
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia

What is the advantage of playing WVW now?

in WvW

Posted by: Vavume.8065

Vavume.8065

I was going to start my own topic for this, glad I looked around. So here are my proposed changes to WvW.

In sPvP you have Titles & Achievements that are obtainable in months time instead of years time. You can get a custom set of armor through playing many matches and earning the reward track. You can obtain unique finishers.

So my idea:

  • Give players finishers when they reach particular levels of WvW rank.
  • A unique armor set that can be bought for ungodly amounts of a unique currency that you can only get in WvW (not EoTM).
  • Change those god awful WvW achievements.

Suggested changes to achievements:
*Yakslapper – 1,000
On an enemy borderland that owns all their camps, you can make 3 circuits in 1 hour killing 30 yaks total (6 camps, 2 yaks, 3 times) If you farmed an hour a day and were actually able to kill 30 yaks it would take you a little over a month.

*Kills – 10,000
It is fairly easy to get large number of kills while zerging. Still this should be obtainable in a few months of play.

*Repair – 10,000
A little low i’d think but still something that would take a couple months of trying to earn, if not a year.

*Captures – 10,000
This is the you captured anything achievement and unless you are Karma Training it should take quite a while to hit this. But not out of the scope of a year.

*Escorting – 2,000
Escorting takes time per point, and could be killed easily by an enemy sneaking in and bursting. But a high number should be encouraged so players take the time to escort as needed. But still not spend their whole life doing it.

*Capture Castle – 1,000
[i] Stonemist is either flip happy or hard to cap depending on the match-up. Assuming some unlucky match-ups 1000 should take a long while, on the other hand its not out of reach for those that let it flip slightly more often.[/]

*Capture Keep – 1,000
[i] A hard objective as keeps don’t flip super often you may see 1-2 keeps flip on a good day of playing unless you are on ridiculous amounts or your enemy is not trying to hold their keep.[/]

*Capture Towers – 1000
Arguably low especially with break out events nearly securing you a free tower often, or undefended boarder lands easy to get, but this is an achievement and as such it should be obtainable. Still high for the new player coming into the game.

*Capture Camps – 2000
Camps flip a lot easier compared to other objectives. However the player is not always the one flipping the camp so still an obtainable goal for those supporting all positions

The following are the defending objectives not sure if this would fully be removed with the new upgrade system being a defend event.

*Defending – 10,000
This is the defend all things. Should be obtainable.

*Defending Stonemist – 1,000
I feel like defending Stonemist to often is not strategic to the play of some commanders so an obtainable goal is what I was aiming for.

*Defending Keeps – 2,000
Keeps are the life of your borderlands, with waypoints and large amounts of supply they open up your play quite a bit and they are massively defensible. A higher number for defending so that it encourage players to defend them.

*Defending Towers – 1,000
Towers offer useful position for siege and add to your ppt, but they are also easier to reaquire so sometimes a tower defense can be forgone, therefore just the obtainable goal. Still encourages defending towers quite a bit.

*Defending Camps – 1,000
Same argument obtainable blah blah

These changes would encourage more players to play WvW to earn the achievements and titles beyond those that just enjoy WvW. Similar to the PvP titles being changed to encourage more people to try it.

Your suggestion makes the achieves far to easy, I’m hoping they keep them difficult and require years of play to complete.

What is the advantage of playing WVW now?

in WvW

Posted by: elkirin.8534

elkirin.8534

The suggested totals required might be too low. I would support the plan of adding titles at suggested low lvls but retaining the current tiers with a new title at each of the last 2-3 tiers.

ie Apprentice Yak Slapper at 10k…….

Dubain – Sea of Whoever we are Linked to now

What is the advantage of playing WVW now?

in WvW

Posted by: Reborn.2934

Reborn.2934

the only real advantage in wvw is that you learn your server players and you can create communities and friendships with people .

pve and spvp* are both megaserver based and we are just an another player one of those anonymous players that play these gamemodes .

in my wvw server i know who is running the dollies , who is covering the north towers , who is killing enemy dollies and who is slacking in any capture

.* dedicated and teamed spvp is not anonymous but the majority is

What is the advantage of playing WVW now?

in WvW

Posted by: Spurnshadow.3678

Spurnshadow.3678

Because it’s fun.

Blackgate Native. It takes tremendous strength and skill to pull a lever.

What is the advantage of playing WVW now?

in WvW

Posted by: Daywolf.2630

Daywolf.2630

Because this is Sparta? /me kick

Only thing I’d really like changed (too many changes already) is bigger maps and higher pop caps.

/me looks down well

What is the advantage of playing WVW now?

in WvW

Posted by: Jonesi Blitz.5263

Jonesi Blitz.5263

I believe most will agree the one achievement that should stay as it is is kills.

Just looking at kills aka Realm Avenger. At 250,000 kills you earn the Title ultimate Dominator and have earned 51 Achievement points.

Prior to the 250,000 kills you earn 1 AP at 1 kill, 5 more AP at 1,000 kills, 5 at 3k, 10 at 10k, and finally 10 at 50k. You don’t earn a title and you have by this point been grinding between a year – ten years depending on your dedication to that aspect of WvW.

6 Tiers of progression miles apart basically.

Should the 51 AP and a single title be all that a quarter million kills track has to offer?

Let’s compare it to the other in game kill’s track that is offered in sPvP.

Slayer as it currently stands is a total of 2,000 kills. And worth 41 achievement points. Over the progression of 37 Tiers. Each tier earning 1 AP except the final that rewards 5.
Offers the player a more interactive rewarding progression and at the end a title that can be obtained in 1-2 months of medium core play. (not to much but not to little).

The rest of the case I give carries over so on to the next quote.

Your suggestion makes the achieves far to easy, I’m hoping they keep them difficult and require years of play to complete.

The idea that you are always working towards a goal is indeed a useful progression. But as for example the kills quoted above for the difference. Maybe a concession can be made.

Alternate proposal, keep the final Unobtainable goals, but instead offer AP over the course of many more steps.

For example again the Realm Avenger:
At each 100 kills marker give the player 1 AP, but at the 1,000 marks give the player 5 AP and then if someone makes it to 250,000 give them 100 AP. It is a super long goal so it should be worth the grind.
This would total 3600 AP for the total Achievement.

People like obtainable Titles that they can show off to others, that was my whole focus in GW1 was the grind to GWAMM, first grinding out the months of kurzic and luxon and then moving on to EOTN and whatever else, that’s why I played for years at nearly 50 hours a week.

So like the quote below put in titles that show off different achievements progression, maybe 10 levels per super long Achievement.

The suggested totals required might be too low. I would support the plan of adding titles at suggested low lvls but retaining the current tiers with a new title at each of the last 2-3 tiers.

ie Apprentice Yak Slapper at 10k…….

Pro’s to longer progression with increased reward, helps retain players for longer.

Con’s still seems daunting to new players coming in that only want to play for so long before moving on to something else.

EXTRA IDEA:
Maybe after a player has hit a high enough level in their WvW title make it so that they earn drops like they are farming in Silver Waste, fairly efficient way to make money doing something they enjoy instead of repetitive grind of a PvE zone.

(edited by Jonesi Blitz.5263)

What is the advantage of playing WVW now?

in WvW

Posted by: Sarrs.4831

Sarrs.4831

Anet should look at Reward Tracks and Silverwastes for good ways to make WvW rewarding. Cool unique weapons and armor sets, and just plain higher rewards, would probably do very well for WvW.

Nalhadia – Kaineng

What is the advantage of playing WVW now?

in WvW

Posted by: Vorlidian.1045

Vorlidian.1045

I’ve always believed that the rewards in WvW were ordinary, badges are far too easy to get, and you get crap for them.

The question i have is how to distinguish between, roamers, small havoc groups, guild groups and general zerg?

My friend and i just roam—> kill sentries, supply caravans, take camps and kill other people. We spend hours going up against 2v2, 2v3 and sometimes 2v4.
We take no towers or garrisons, but we play our part in slowing down enemy progression.
Does it require more concentration in a 2v2 or pressing 1 in a zerg(guardian staff or necro F1 number 4 etc) basically tagging, which all go towards kills.
Iam not certain about EoTM events, but iam fairly sure some of their stuff also goes towards wvw AP.
You can have an ep running in the background and be getting 100’s of kills.
What does the person get for continuously tapping enemy garrisons, preventing quick transition by the opposition(we all know how annoying this is). In the mean time the zerg is raking in kama, kills, wxp, xp —>AP.

What does the scout get?
What does the person escorting the supply caravan get?
They get no kills.
Yet we need all aspects, we need the roamers, scouts, havok groups and zergs.

How to reward each group fairly?
By effectiveness? difficulty? numbers?

What is the advantage of playing WVW now?

in WvW

Posted by: Julie Yann.5379

Julie Yann.5379

Did anyone ever do the math for yak slapper achieve? If an average player logs 10 hours a week, killing nothing but yaks at a rate of 30 yaks an hour it would take approximately 64 years! LOLz

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

What is the advantage of playing WVW now?

in WvW

Posted by: nightblood.7910

nightblood.7910

Well honestly, Ive never been too hype on Achievement points myself. Ive always thought unique skins and gear should come from WvW as well as PvP(which PvP does, Glorious Armor https://wiki.guildwars2.com/wiki/Glorious_armor). AP’s, honestly I dont even pay attention to them.

What is the advantage of playing WVW now?

in WvW

Posted by: Reborn D.2769

Reborn D.2769

You can have new friends and double teaming.
That awesome!!

What is the advantage of playing WVW now?

in WvW

Posted by: misterdevious.6482

misterdevious.6482

If the rewards were too good, it would draw in too many casual players and hurt WvW gameplay. WvW has limited capacity, and the people who play it are playing it because they like it, not because it is the fastest way to get rich or has the exclusive weapon skins.

I think that Anet’s original plan was for scouts and roamers to farm T6 mats near objectives when things were quiet. Arctoduses in the northeast, spiders in the south, minotaurs in the west…

Take for example Northeast Camp:

  • Capturing Camp = 0.04% of a World Experience Rank.
  • Defending Camp = 0.017% of a World Experience Rank.
  • Killing Player = 0.000-0.012% of a World Experience Rank and chance at player loot.
  • 1 World Experience Rank = ~25s and 2 pieces of loot, probably green
  • Killing 4 Arctoduses and a Vet Arctodus = significant chance for either Potent Blood or Powerful Blood.

As a scout/escorter/roamer (missing out on those high wxp capture events), you are likely to make more money killing a random bear every once in awhile than you get from WxP ranks. I wonder if the new borderland will have anything similar to Chider…

What is the advantage of playing WVW now?

in WvW

Posted by: Sungtaro.6493

Sungtaro.6493

The top level wvw achievements might as well not exist. They would be better off just deleting them from the game. It’s just incredibly bad PR and the equivalent of “a bloody flag” for those who criticize their handling of wvw.

Never attribute to malice what can be attributed to incompetence.

What is the advantage of playing WVW now?

in WvW

Posted by: nightblood.7910

nightblood.7910

If the rewards were too good, it would draw in too many casual players and hurt WvW gameplay. WvW has limited capacity, and the people who play it are playing it because they like it, not because it is the fastest way to get rich or has the exclusive weapon skins.

I think that Anet’s original plan was for scouts and roamers to farm T6 mats near objectives when things were quiet. Arctoduses in the northeast, spiders in the south, minotaurs in the west…

Take for example Northeast Camp:

  • Capturing Camp = 0.04% of a World Experience Rank.
  • Defending Camp = 0.017% of a World Experience Rank.
  • Killing Player = 0.000-0.012% of a World Experience Rank and chance at player loot.
  • 1 World Experience Rank = ~25s and 2 pieces of loot, probably green
  • Killing 4 Arctoduses and a Vet Arctodus = significant chance for either Potent Blood or Powerful Blood.

As a scout/escorter/roamer (missing out on those high wxp capture events), you are likely to make more money killing a random bear every once in awhile than you get from WxP ranks. I wonder if the new borderland will have anything similar to Chider…

But would causal players actually go to servers with already increased queue times? What causal player would want to deal with that but instead go towards servers with little or no queues.

Also, everyone had to “learn” WvW at some point, so I dont even pretend to accept the introduction of new players into WvW as a bad thing (also known as Noobs).

What is the advantage of playing WVW now?

in WvW

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

They are not wanted in WvW or anywhere else, because they refuse to learn.
Newbs/newbies/“new players” however, should be welcomed everywhere, and taught at least the basics if they need help.

Casual players aren’t likely to move servers, and they aren’t going to know whether or not a server has a queue beforehand because they aren’t going to think to ask until the situation arises for them.

Many people will tell them lower tiers are dead, and to go to t1/2/3, so if they do move, or choose a server to start playing on, it will likely be one with a lot of queues (although t1 is perpetually full, it used to have random times where you could still move there, I do not know now).

(edited by Lunacy Solacio.6514)

What is the advantage of playing WVW now?

in WvW

Posted by: Jski.6180

Jski.6180

You get a lot of loot playing wvw if your group knows what its doing. So if your not getting loot then i am sry you may need to work on how your group plays wvw.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

What is the advantage of playing WVW now?

in WvW

Posted by: Kraljevo.2801

Kraljevo.2801

You get a lot of loot playing wvw if your group knows what its doing. So if your not getting loot then i am sry you may need to work on how your group plays wvw.

‘A lot of loot’. Yeah. Right. It’s still nowhere near comparable to PVE.
Besides, not everyone is in a MLG 420 no-scope ‘zerg busting’ guild. Roamers and scouts are the poorest people ingame.

By the way, this guy below made more than 2k gold in 100 hours of braindead chestfarming. Talk about ‘a lot of loot’.

http://www.reddit.com/r/Guildwars2/comments/36t2rv/opened_10000_purses_from_silverwastes/

What is the advantage of playing WVW now?

in WvW

Posted by: Emissary.3792

Emissary.3792

The ‘advantage’ of wvw is that it’s actually fun. At least, it is when roaming or zergbusting. Zerging on the other hand is almost as boring as running the queensdale champ train for 18 hours a day.

What is the advantage of playing WVW now?

in WvW

Posted by: selan.8354

selan.8354

If the rewards were too good, it would draw in too many casual players and hurt WvW gameplay. WvW has limited capacity, and the people who play it are playing it because they like it, not because it is the fastest way to get rich or has the exclusive weapon skins.

I think that Anet’s original plan was for scouts and roamers to farm T6 mats near objectives when things were quiet. Arctoduses in the northeast, spiders in the south, minotaurs in the west…

Take for example Northeast Camp:

  • Capturing Camp = 0.04% of a World Experience Rank.
  • Defending Camp = 0.017% of a World Experience Rank.
  • Killing Player = 0.000-0.012% of a World Experience Rank and chance at player loot.
  • 1 World Experience Rank = ~25s and 2 pieces of loot, probably green
  • Killing 4 Arctoduses and a Vet Arctodus = significant chance for either Potent Blood or Powerful Blood.

As a scout/escorter/roamer (missing out on those high wxp capture events), you are likely to make more money killing a random bear every once in awhile than you get from WxP ranks. I wonder if the new borderland will have anything similar to Chider…

But would causal players actually go to servers with already increased queue times? What causal player would want to deal with that but instead go towards servers with little or no queues.

Also, everyone had to “learn” WvW at some point, so I dont even pretend to accept the introduction of new players into WvW as a bad thing (also known as Noobs).

of course they will join the winning servers…who wants to work hard? pve players for sure dont. it easier to join a massive zerg and spam 1111 all day long whil gaining karma. they will not go to losing servers. why do u think many pve players wanted wvw maps gone from pve map completion? cause they were on the losing server and kept getting overrun by massive blobs.

Lv 80 glamour Mesmer Triforce Mesmerpower PU mes,Lv 80 power necro
[AVTR]
Isle of Kickaspenwood

What is the advantage of playing WVW now?

in WvW

Posted by: selan.8354

selan.8354

The ‘advantage’ of wvw is that it’s actually fun. At least, it is when roaming or zergbusting. Zerging on the other hand is almost as boring as running the queensdale champ train for 18 hours a day.

and thats exactly what happens in eotm. the pve players dont care to zergbust or defend. they just wanna run from one objective to the next and get karma. i love zergbusting. it requires a lot of communication and organisation to do so. but the new maps…..sorry they look like eotm 2 with pve mobs pve events pve traps pve shrines that no one wants and pve jumping puzzles….. it does look bad for the real wvw players.

please anet do not turn wvw into a pve /eotm karmatrain

Lv 80 glamour Mesmer Triforce Mesmerpower PU mes,Lv 80 power necro
[AVTR]
Isle of Kickaspenwood

What is the advantage of playing WVW now?

in WvW

Posted by: BrazenNL.9857

BrazenNL.9857

The reward is the game. If the game is not a reward to you…

Might as well take the rewards away from sPVP then, since the reward is sPVP itself.

What is the advantage of playing WVW now?

in WvW

Posted by: Aberrant.6749

Aberrant.6749

If the rewards were too good, it would draw in too many casual players and hurt WvW gameplay. WvW has limited capacity, and the people who play it are playing it because they like it, not because it is the fastest way to get rich or has the exclusive weapon skins.

I think that Anet’s original plan was for scouts and roamers to farm T6 mats near objectives when things were quiet. Arctoduses in the northeast, spiders in the south, minotaurs in the west…

Take for example Northeast Camp:

  • Capturing Camp = 0.04% of a World Experience Rank.
  • Defending Camp = 0.017% of a World Experience Rank.
  • Killing Player = 0.000-0.012% of a World Experience Rank and chance at player loot.
  • 1 World Experience Rank = ~25s and 2 pieces of loot, probably green
  • Killing 4 Arctoduses and a Vet Arctodus = significant chance for either Potent Blood or Powerful Blood.

As a scout/escorter/roamer (missing out on those high wxp capture events), you are likely to make more money killing a random bear every once in awhile than you get from WxP ranks. I wonder if the new borderland will have anything similar to Chider…

Indeed, especially considering that these mobs are left untouched for extremely long periods of time which increases the chance of good loot from them. I have some favorite groups of random mobs I like to kill in WvW just because of this.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

What is the advantage of playing WVW now?

in WvW

Posted by: Kaiser.9873

Kaiser.9873

The advantage? It’s more fun than PvE or sPvP. That’s the advantage. That’s all the advantage many people need.

Would greater rewards be nice? Sure, but would greater rewards lead to larger and larger flocks of PvE players entering WvW? That would/could be gamebreaking in Gold.

Now if you mean that players drop better loot then sure go for it. Wouldn’t mind if those lootbags meant more to me than some greens, blues, and T5/6 mats at the end o’ the night.

What is the advantage of playing WVW now?

in WvW

Posted by: Coyote.7031

Coyote.7031

Well there is no reward in wvw, you just play for fun untill you get bored to death cuz this game mode is stale and with no future.

This is why I’m jumping ship. Getting so bored. Just jumped on the forums to see what kind of hoopla was going on about applied strength/fortitude removal after a friend posted about it on facebook….

Me three. Though I heard about the free upgrades and got a bit more interested and logged in again. I poked around a bit in WvW after seeing my server in the lead this weekend, but chat was silent and no commander on the field. /shrugs

What is the advantage of playing WVW now?

in WvW

Posted by: Photonic.4157

Photonic.4157

Well there is no reward in wvw, you just play for fun untill you get bored to death cuz this game mode is stale and with no future.

This is why I’m jumping ship. Getting so bored. Just jumped on the forums to see what kind of hoopla was going on about applied strength/fortitude removal after a friend posted about it on facebook….

Me three. Though I heard about the free upgrades and got a bit more interested and logged in again. I poked around a bit in WvW after seeing my server in the lead this weekend, but chat was silent and no commander on the field. /shrugs

It is really depressing. I came back a few weeks ago with about 10 friends because of HoT announcement and such. WvW is so dead all of them already left the game again.

I really do not understand how ArenaNet can not realize this is a huge issue. I would think the goal would be to constantly sustain a user base AND try to pull more people in/back.

But it seems like even after 2 years, not much has changed to make WvW more accessible/rewarding for people. So almost no one does it besides the T1 servers.

What is the advantage of playing WVW now?

in WvW

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

Well there is no reward in wvw, you just play for fun untill you get bored to death cuz this game mode is stale and with no future.

This is why I’m jumping ship. Getting so bored. Just jumped on the forums to see what kind of hoopla was going on about applied strength/fortitude removal after a friend posted about it on facebook….

Me three. Though I heard about the free upgrades and got a bit more interested and logged in again. I poked around a bit in WvW after seeing my server in the lead this weekend, but chat was silent and no commander on the field. /shrugs

It is really depressing. I came back a few weeks ago with about 10 friends because of HoT announcement and such. WvW is so dead all of them already left the game again.

I really do not understand how ArenaNet can not realize this is a huge issue. I would think the goal would be to constantly sustain a user base AND try to pull more people in/back.

But it seems like even after 2 years, not much has changed to make WvW more accessible/rewarding for people. So almost no one does it besides the T1 servers.

I’ve seen people log in, go ‘No commander? I’m out til tomorrow then’ 5 seconds later, commander and zerg returns to map. I’ve seen people complain no zerg, commander had dc’d. I’ve seen people every 15 seconds ask if there was a zerg, then immediately leave, only for someone else to come in and do the same thing. If all those people had waited a couple mins, they’d have enough for a small zerg to get things started >.< In many of these cases, we were tied up trying to defend our stuff and they could have helped in the mean time, but nope, they couldn’t be bothered. This will only get worse too…

And t1 is not all or most of the WvW population in the game. I, and many others, don’t want to be in T1/2/3. We had far more fun in the tiers under there, people that weren’t ‘zerglings’ but left from t5 to t1, have said they were bored a lot. Big battles are fun occasionally, but eh, small scale fights are far more skill and fun for many.

Telling others that almost no one does WvW besides T1 is part of the whole problem with the server imbalance. So much is so out of whack now because ‘only T1 matters’, and all that server stacking bs. But no I guess you and the rest are right, outside of t1/t2 and I suppose now t3, nothing else matters at all, players don’t exist, should just close all the servers and merge into the top tiers huh? Would just LOVE those queues… this is frustrated sarcasm btw, if someone thinks I want anything of the sort, I have some choice words for them.

(edited by Lunacy Solacio.6514)

What is the advantage of playing WVW now?

in WvW

Posted by: Davey.7029

Davey.7029

Fun? I find PvE in this game terrible (specially dungeons and world bosses), so to me there’s only WvW left.

It does make me a bit sad that casuals get so much love (even though they usually stop playing after a week or two), and veterans don’t. I have so many extra rank points, and as far as I know, we won’t get another WvW mastery anytime soon.

What is the advantage of playing WVW now?

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

I think they should put a system in place that allows players to pick a faction to gain rank with in conjunction with wxp. The player can switch allegiances any given time, and the rank is saved from wherever you left it. Nothing else changes in WvW, the colors and match-up system remain, the player just picks a faction to gain rank with while still fighting for their server.

The reason behind this is giving an entire new reward system and using up our hordes of badges collecting dust. Then you have access to each factions unique:

- Armor skins
- Weapon skins
- Siege skins (with unique properties)

Then if possible, add a faction ability system much like how wxp currently functions, giving players points to place into additional abilities unique to that faction. The abilities will only work when aligned with that particular faction.

What is the advantage of playing WVW now?

in WvW

Posted by: Photonic.4157

Photonic.4157

Well there is no reward in wvw, you just play for fun untill you get bored to death cuz this game mode is stale and with no future.

This is why I’m jumping ship. Getting so bored. Just jumped on the forums to see what kind of hoopla was going on about applied strength/fortitude removal after a friend posted about it on facebook….

Me three. Though I heard about the free upgrades and got a bit more interested and logged in again. I poked around a bit in WvW after seeing my server in the lead this weekend, but chat was silent and no commander on the field. /shrugs

It is really depressing. I came back a few weeks ago with about 10 friends because of HoT announcement and such. WvW is so dead all of them already left the game again.

I really do not understand how ArenaNet can not realize this is a huge issue. I would think the goal would be to constantly sustain a user base AND try to pull more people in/back.

But it seems like even after 2 years, not much has changed to make WvW more accessible/rewarding for people. So almost no one does it besides the T1 servers.

I’ve seen people log in, go ‘No commander? I’m out til tomorrow then’ 5 seconds later, commander and zerg returns to map. I’ve seen people complain no zerg, commander had dc’d. I’ve seen people every 15 seconds ask if there was a zerg, then immediately leave, only for someone else to come in and do the same thing. If all those people had waited a couple mins, they’d have enough for a small zerg to get things started >.< In many of these cases, we were tied up trying to defend our stuff and they could have helped in the mean time, but nope, they couldn’t be bothered. This will only get worse too…

And t1 is not all or most of the WvW population in the game. I, and many others, don’t want to be in T1/2/3. We had far more fun in the tiers under there, people that weren’t ‘zerglings’ but left from t5 to t1, have said they were bored a lot. Big battles are fun occasionally, but eh, small scale fights are far more skill and fun for many.

Telling others that almost no one does WvW besides T1 is part of the whole problem with the server imbalance. So much is so out of whack now because ‘only T1 matters’, and all that server stacking bs. But no I guess you and the rest are right, outside of t1/t2 and I suppose now t3, nothing else matters at all, players don’t exist, should just close all the servers and merge into the top tiers huh? Would just LOVE those queues… this is frustrated sarcasm btw, if someone thinks I want anything of the sort, I have some choice words for them.

My bad. Okay, more accurately. On Sanctum of Rall (Very High Population), I can walk around for an hour in any of the maps and see about 5 people total on most occasions.

Rarely is there more than 20 people in one area at a time. I would rather have a queue time, than literally nothing to do in WvW…

What is the advantage of playing WVW now?

in WvW

Posted by: Coyote.7031

Coyote.7031

It is really depressing. I came back a few weeks ago with about 10 friends because of HoT announcement and such. WvW is so dead all of them already left the game again.

I really do not understand how ArenaNet can not realize this is a huge issue. I would think the goal would be to constantly sustain a user base AND try to pull more people in/back.

But it seems like even after 2 years, not much has changed to make WvW more accessible/rewarding for people. So almost no one does it besides the T1 servers.

I agree, but at the same time… I don’t really expect a group to be running by my play schedule of “I want to WvW, and I want to WvW now!” It’s more or less the reason you see Dungeon/Raid Finder systems in most MMOs these days. No one wants to wait around for the fun to start, they want the fun now! And I took WvWers advice of go make it, but it does get stale. So now I normally do this routine: WvW check, EoTM check, go to Silverwastes. Silverwastes is like PVE with keeps. I defend the keeps, I do events to fix them, I escort dollies, and I get some sweet looking armor and rewards. And the fun is now! There’s always people there. And I get the added bonus of not getting curb stomped by a team of red names that blot out the sun. XD

What is the advantage of playing WVW now?

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

Some people forget this is a game.

You play it for fun.

If you have fun in WvW, that’s the advantage.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

What is the advantage of playing WVW now?

in WvW

Posted by: Kraljevo.2801

Kraljevo.2801

Some people forget this is a game.

You play it for fun.

If you have fun in WvW, that’s the advantage.

Agree.

What is the advantage of playing WVW now?

in WvW

Posted by: Lunacy Solacio.6514

Lunacy Solacio.6514

snip

Rarely is there more than 20 people in one area at a time. I would rather have a queue time, than literally nothing to do in WvW…

Be careful what you wish for, you could end up with 2 hour queue, those are so fun…

And telling everyone to goto t1 (which I guess they can’t right now but I keep seeing people saying ‘goto t1/2/3 to solo roam’ and I have to laugh and cry. If everyone tells people there’s nothing in lower tiers, then it becomes a self-fulfilling prophecy. tbh though, no matter what tier you are in, there will naturally be times where a borderland or 3 have nothing at all going on. That just means you need to actively stir up trouble to attract attention, but depending on tier, that attention could be a small group or a map queue. Sometimes have to make the fights come to you.

What is the advantage of playing WVW now?

in WvW

Posted by: Photonic.4157

Photonic.4157

snip

Rarely is there more than 20 people in one area at a time. I would rather have a queue time, than literally nothing to do in WvW…

Be careful what you wish for, you could end up with 2 hour queue, those are so fun…

And telling everyone to goto t1 (which I guess they can’t right now but I keep seeing people saying ‘goto t1/2/3 to solo roam’ and I have to laugh and cry. If everyone tells people there’s nothing in lower tiers, then it becomes a self-fulfilling prophecy. tbh though, no matter what tier you are in, there will naturally be times where a borderland or 3 have nothing at all going on. That just means you need to actively stir up trouble to attract attention, but depending on tier, that attention could be a small group or a map queue. Sometimes have to make the fights come to you.

I am not saying people should switch to tier 1. I am simply saying that there are servers where WvW is almost non-existent, and that is an issue that needs to be tackled at some point. Ideally sooner rather than later.