Will we ever see rewards for Defending?
I personally think you should receive more wxp for killing players and defending objectives than taking objectives. Pair more wxp with more karma, gold, and a defensive reward chest that gives siege, money, badges, chance at gear, liquid wxp, and other things and i think that you could make defending very rewarding.
This would add worth to playing WvW as people would be better rewarded, but you’d have to carefully balance it as to discourage assaulting.
My moves are fresh, like my groceries.
#TeamEvonforever
we do need some rewards for defending.
Perhaps have the rewards for both capture and defence scale depending how long it has been owned. An objective that is immediately recaptured should be give smaller reward than an objective that has belonged to one colour for x hours/ x days.
why defend when you can attack and get t7 mats
head here to discuss wvw without fear of infractions
Until we do – have better rewards for defending, to actually encourage more to do it – WvW will never work as successfully as they initially envisioned.
Because simply playing WvW as a ‘Wxp/Karma/Exp/Gold’ train, like most do now, going in never ending circles capping each other’s stuff back and forth, largely unopposed, is utterly vapid and dull and makes for a broken mode.
The unfortunate thing is that Anet has made comments that suggest they like that most people just want to attack, under the guise of ‘excitement’ it brings. Ugh.
I used to think this was the solution.
However, the changes this year have all been eroding the fortress aspects of WvW while increasing PVP style point capture, which strongly suggests ANet no longer think of WvW as a fortress oriented game. It looks like Anet are giving up on trying to do something unique and interesting with WvW and instead are turning it into just another large scale point capture game.
Specifically:
- Improved siege and WXP abilities have steadily eroded the effective defence of locations
- Rewards for captures have increased significantly while the rewards for holding locations are virtually unchanged
Personally I think this is a shame, as it is only the siege<>fortress aspects of WvW that distinguish it from the myriad of point capture games that are out there.
Anyone know if the original architect of WvW has moved on from Anet? Because that would explain the changes, and why WvW is turning from its own unique game into a larger version of PVP.
^ I think they just don’t understand how to make defending interesting. So they’ve just given up even trying, and are happy to make a game all about zering around. Unfortunate.
The changes they made to the swords alerts certainly didn’t help and went the exact wrong way. As most people are never going to be interested to sit and ‘babysit’ or do sentry duty in a quiet tower or keep for hours, to make legit defense possible, you simply must have structures able to withstand an attack for a while, as well as letting the defenders know what is under attack so they have a reasonable chance to get there, instead of just thinking, “Too late, we can’t save X, so instead lets just go try and hit our opponents own undefended stuff.”
Mechanics that actually discourage PVP and players fighting each other, in lieu of the best rewards for simply PVDoor. Hard to get much more backward than that.
I hope they never will.
Step away from your arrow cart and try some open field battle.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Some people will chase the best reward, no matter how mindless the activity. Other people will take on required, dull duties, no matter how little the reward. Occasionally someone plays for fun and doesn’t want to do something mindless or dull. And another group of players just wants a challenge and bragging rights.
In a world of Exotics and no WxP… missing out on rewards wasn’t that bad because Exotics weren’t too hard to get and Badges/Xp/Karma/Skill points were not important after awhile. I never cared that someone else had 500g from dungeon farming or tp dealing because I didn’t have a need for 500g. I played support chars and for the early period of WvW, I didn’t get much loot. It was annoying, but the lack of loot didn’t make me less effective than another exotic geared player so it wasn’t that bad.
In a world of full Ascended gear sets, Luck Grind, and continual WxP ability growth… the disparity between the reward chasing masses and the dutiful few will be sorely felt even as we enter into a league season where those duties will affect server rewards and reputation in a new way. The people who chase rewards as fast as possible get more powerful and more versatile everyday while the people who stay behind to repair, siege, escort, upgrade, scout, and defend miss out. Even when attacking, the people on siege are likely to miss out because they are back at catapult or treb range and may miss out on the crucial hit on the champ to score the phat lewtz.
“In effect, this turned the main events into races to get in a few hits before each wave of monsters evaporated, leaving little challenge or sense of accomplishment. Instead, it created a never-ending tidal wave of player doom that surged across Orr, nuking everything in its path—sounds cool on paper, but not very challenging or fun to play!” - Colin Johanson discussing changes to Orr.
The one thing everyone has in common in WvW is that they want to be successful in some sense. Being tactical, winning open field fights, holding stuff, getting t7 mats….
Make the only rewards be based on your server’s position at the end of the matchup, but divide the reward by the server size (to even out server populations).
This way people who like defending are helping just as much as people who are attacking. People who are putting down siege in clever spots, upgrading stuff and escorting yaks are helping just as much as people who are open field fighting or capturing stuff. Best of all everyone will get even rewards and equal pride if their server does well.
Sure, there will be free riders, but if the whole server slacks then no one gets any rewards, just like with all team sports.
Link paid rewards to one aspect of the game and what do you expect when that’s all the game becomes (well I expected better but have been proven wrong).
i would be satisfied if we got heads on spikes with server coloured rags on the field near the keep showing of a succesfull defence.
why defend when you can attack and get t7 mats
This is just the most recent push to zerg. A WvW player simply can’t get this stuff any other way but to join the zerg on the keeps, or hope to ninja camps in an ever running circle.
I doubt we’ll ever know why this absolutely has to be, and Anet have said they don’t like the zerg mechanism, but they keep building the WvW to encourage it.
why defend when you can attack and get t7 mats
This is just the most recent push to zerg. A WvW player simply can’t get this stuff any other way but to join the zerg on the keeps, or hope to ninja camps in an ever running circle.
I doubt we’ll ever know why this absolutely has to be, and Anet have said they don’t like the zerg mechanism, but they keep building the WvW to encourage it.
Well yeah i cannot see how they decide to come with Wxp and even increase it for every cap and then saying they dont like the zerg mechanism, even Stevie Wonder could see that coming people would simply care about flipping and kittenwhat about defending, very sad to see as i love to defend the stuff we cap, unlike those wxp zombies running in zergs.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.