North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill
(edited by Xenesis.6389)
Alright, we had this option when we were voting for this or the scoring changes. Some of the stuff they suggested were interesting like the cross map chat, others like the sparkle trail… not so much.
So I think it’s about a good time to make a thread and give Anet our suggestions for this section, which may be the next thing they work on if voted in on the next priority vote. Or who knows it’s something they’re working on the side while they wait on scoring programming.
WvW Quality of Life Improvements as suggested by Anet.
- Add an option for reduced nameplate clutter. – yes!
- Add cross-map team chat. – yes!
- Add objective-summary tool tips. – meh
- Add a display effect for Righteous Indignation on map markers. – yes!
- Add floating indicators when gaining points toward war score. – meh
- Add a WXP-gain sparkle trail. – meh
- Add a territory-control map overlay. -meh
Others I’d like to see.
Couple others added.
If anyone has anything to add, please do, and let’s keep this thread constructive, thanks!
(edited by Xenesis.6389)
Agreed with and like near all your suggestions.
Then you posted this, and I had to scratch my head:
Npc guards and lords updated to wear Triumphant armor, and Mistforged hero weapons.
:p
Agreed with and like near all your suggestions.
Then you posted this, and I had to scratch my head:
Npc guards and lords updated to wear Triumphant armor, and Mistforged hero weapons.
:p
LOL I was thinking that wvw could use a bit of a facelift and that maybe just changing what the guards and lords were wearing would be a minor but cool change. Players can get a preview of the unique armor and weapons they can get in wvw (they can already in the wardrobe preview but still). Would be nice to see guards and lords dressed as high ranked around instead of low level hobo’s guarding our stuff. XD
(edited by Xenesis.6389)
1. Build Saver
2. Build Saver
3. Build Saver
& last but not least,
4. Build Saver
QoL?
1) Restore crafting stations to WvW. I’m fed up with the gold seller spam using crafting stations in cities.
2) 3rd weapon slot.
3) More tournaments with better rewards.
4) A “List commanders” option to list all friendly commanders and which borders they are on.
(edited by Nidome.1365)
Maybe something to give people keeping watch in keeps something to do, for example spawn some critters that drop t6 mats occasionally (make them disappear when keep becomes contested, so they don’t get in the way of fights) A little silly but you get the idea.
A drop down right click menu that is on the keeps icon already, that will let you send a quick map chat message of an attack (I am a terribly slow typist).
Make refreshing siege give a little wxp and or reward participation.
also as well as a build saver add an out of combat gear/equipment switcher.
(edited by Aileras.9460)
I’m too tired to read but get rid of the massive “Server took North Camp!!!!!!” messages.
I’m sure the roamers and duelers would be happy or at least make it an option. People say you can turn it off but nobody seems to know how?
instead of low level hobo’s guarding our stuff. XD
This may be the best thing ever said on the GW2 forums,
1. Build Saver
2. Build Saver
3. Build Saver
& last but not least,
4. Build Saver
but Raolin is right.
I’m too tired to read but get rid of the massive “Server took North Camp!!!!!!” messages.
I’m sure the roamers and duelers would be happy or at least make it an option. People say you can turn it off but nobody seems to know how?
This would be my nr 1 QoL feature right now. And yes some people on forum claimed to say you can turn it off, but when you ask em how ( As i cannot find the option at all ) they wont give an answer. So bullcrap i’d guess.
Off-topic: Would love word that a new map was under way in design. And if its the same resources as some of the other projects then would love to see a vote on these vs new map. Personally map variety (even outside of ABL/DBL) is important for longevity.
It would be good to have (3 months later) any update relating to what people voted for “Scoring Improvements” before even thinking of the other option.
Otherwise :
- Guild visible only comm tags. This would make it easier for guilds to run groups and would also remove any question about if visible tags are open or closed groups.
Yes, please.
Game Designer
Thanks for creating this thread! I’ll keep following it and add some of these to the QoL section for the next priorities poll.
I’d like some better terrain , when its night I’d like it dark with storms would be cool, reduced vis in rain, and perhaps a forest to mix it up.
the towers are formulaic so I’d like an overhaul of the walls /door breakdown , why is it you hit the corner (toughest part) to get double walls? I’d also like it quicker on the roads or slighlty slower on the off terrain. etc.
- Sub-squad color. Add a different color for your sub-squad. Run a havoc and one of the reasons we don’t join squads at times is that you lose the position of your own group in the mass of same colored dots. If the sub-squad was a different color in the squad it would be easier to keep track of your group in the larger squad.
- Guild visible only comm tags. This would make it easier for guilds to run groups and would also remove any question about if visible tags are open or closed groups.
- Reduce player requirements on WvW guild missions. A good number of these are already solo-able and this would help guild mates that play off hours from the rest of the guild.
Off-topic: Would love word that a new map was under way in design. And if its the same resources as some of the other projects then would love to see a vote on these vs new map. Personally map variety (even outside of ABL/DBL) is important for longevity.
Map variety is key to longevity of a WvW game. But if the scoring isn’t updated soon there might not be enough of a WvW population to care about a new map. Scoring takes priority in this situation, because no matter how good the map is, no matter how many people, if any, it brings back, they will all leave again rather quickly if the scoring isn’t updated to be less kittenty.
I’ll probably be in the minority, but I’d actually prioritize some semblance of class balance and build diversity over what kind of armor the NPCs wear.
“Squad only commander tags, visible on the map to only those in the squad.”
Yes, please! This would be even better if commanders could toggle a setting to let the tag be visible to the map (for pugmanders) or only to those in squad (guild/havoc/those wanting to avoid tag-watchers).
Another nice QoL feature would be to have the ability to change tag colors while in squad. If I wanted to change colors right now, I’d have to leave the squad, change the color, then rejoin the squad. Also, more colors please!
(edited by Mordant.3489)
-Allow party members in squads to have different nametag colors then the rest of the squad to let party members have better positioning and coordination.
-Allow commanders to be able to change tag color without tagging down.
-Change the way contesting waypoints currently works, sneezing on a guard should not make a waypoint unusable for 3 minutes, especially when it takes hours to build it up.
-Implement the Marked effect for SMC upon capture.
-Remove Dredge turrets, these things are just an annoying distraction that offer nothing, and just randomly cause swords to appear on structures, and can inflict an annoying daze on you when trying to fight. At least don’t let them respawn.
-Remove mercenary camps in EB, and change it to something similar to bloodlust.
-Move the Overgrown Grub away from Blue Keep, it needs to be far out of the way.
-Give an option to Remove, reduce the size of, or move the capture popup message (the text is fine), it is incredibly annoying and obstructive, especially when trying to fight a large zerg and the game thinks its more important that a supply camp was taken…
-Implement safeguards against tactivator trolling, the current method of limiting it to only guild members is not a reliable or preferable solution.
-Rework the siegecap, being able to build an ac every 5 feet, or 6-7 catapults/rams next to each other is not a good design. Siege itself needs a complete rework.
-Shield Generators need tweaking, one shield generator should not be able to completely negate the damage of multiple hits of siege in a consistent manner, either reduce the effect or increase the cooldowns.
-Rearrange tactivator levers so they are not right next to npc’s or nodes which make it very easy to accidentally interact with the levers and waste them.
-Remove the nodes, some people just go into wvw to farm them, same problem as crafting tables.
-Add crafting tables to HoTM, or create a sort of WvW lobby in Obsidian Sanctum with a condensed crafting station, tp, merchant etc.
-Ability to get HoT stat ascended trinkets without having to do pve raids.
-Reward Track to get ascended back pieces.
-Sort the consumables offered by the Permanent Portable Provisioner, it can look like this…
Utility
————
————
————
Magic Find
————
————
Power
———-
———-
-And of course PLEASE FIX THE LAG, to much skill lag, dc’s, freezes, and lockups.
-Fix the bug where you get stuck in place, really hate having to use the /dance emote in front of an enemy blob
-Fix the waypoint loading bug, that also causes rendering issues like your weapons and spell effects not to display. This happened to me a couple of weeks ago where my character was completely invisible! I literally played for hours not being able to see my toon.
-For reward tracks that award a piece of gear and ascended mats as the final reward (Heart of Maguuma track for example) allow the gear to be chosen separately in a different box, so we can get the materials without having to choose a piece of gear we might not need right away.
-Fix the bug that allows CoR to hit through gates, it is still broken.
-Fix the bug with Presence of the Keep where it doesnt take effect and prevents extra supply from being picked up.
(edited by X T D.6458)
•Update Outnumbered buff to perhaps provide a minor bloodlust stat boost.
A-net had place stat boost in before but it only helps the winning server win more. Also Stat boost tend to make good players more powerful and some guilds may try to exclude player from a map just to get the outnumbered buff(if it was a stat buff). I would prefer if outnumbered did something else to help the outnumbered server. Like give your a scouting buff that shows enemy position if their are more than 10 coming to your, since chances are you roamer on an outnumbered map.
have a default check box on personal reward screen. Purpose is to set the reward track to the marked track when your current track completes. Alternatively, if the track is repeatable just stay on the same track upon completion…
-Fix the bug where you get stuck in place, really hate having to use the /dance emote in front of an enemy blob
-Fix the waypoint loading bug, that also causes rendering issues like your weapons and spell effects not to display. This happened to me a couple of weeks ago where my character was completely invisible! I literally played for hours not being able to see my toon.
Agree with these, but the last 2 made me laugh – it’s funny cuz it’s true.
@ TheGrimm.5624
Sub squad colors would be great, sometimes I also only run in groups instead of the commander squad because I don’t want it to be a sea of blue tags and then I lose track of everyone. Sometimes you also get moved around in the squad and makes it worse.
Was going to list Guild only commander tags as we have requested for many years now. But with the creation of squads and commander tags tied to them now, I thought it was time to ask for the Squad only tags. So you would have the choices to have the tag visible to everyone on the map, or just visible to those in your squad, squad invites open or closed. Most sane guilds run in a squad anyways.
@ Raolin Soulherder.3195
I thought about listing build saver, but due to the fact that our traits are now saved separately from pve I figured it was a less important now. Although it would be great if we could get trait/gear builds save so we can easily swap between say roamer, zerg, havoc builds. But not exactly something we have in spvp either so chances of getting it, very low at this point.
QoL?
1) Restore crafting stations to WvW. I’m fed up with the gold seller spam using crafting stations in cities.
2) 3rd weapon slot.
3) More tournaments with better rewards.
4) A “List commanders” option to list all friendly commanders and which borders they are on.
1) Crafting stations certainly qualify as a qol change, although it’s controversial right now.
2) That’s a major change for the entire game, and probably not the wvw devs call to make.
3) This has been gone over in other threads, it’s not possible to have a “fair tournament”, the rewards for these tournaments are already being distributed into the game, the hero weapon reward track plus their mistforged versions coming in another way.
4) You can already do this with your friends list, add the commander to your friends list and then you can rename them.
Maybe something to give people keeping watch in keeps something to do, for example spawn some critters that drop t6 mats occasionally (make them disappear when keep becomes contested, so they don’t get in the way of fights) A little silly but you get the idea.
A drop down right click menu that is on the keeps icon already, that will let you send a quick map chat message of an attack (I am a terribly slow typist).
Make refreshing siege give a little wxp and or reward participation.
also as well as a build saver add an out of combat gear/equipment switcher.
Interesting ideas.
The random mini event could be like capture 5 rats in the keep and get 1 random t6 mat. The problem with this is, it will turn out to be a distraction that wouldn’t be wanted. Most wvw players would like to have players that come into wvw to contribute to wvw, not players coming in there just to “pve”. You could spread this event to be random enough that it isn’t worth hunting it down, just wouldn’t want it to turn into a pokemon go.
A right click drop down menu for the map would be great. Right click on garrison and select [Garrison Contested] and it sends that message to the map chat. Or maybe right click anywhere on the map and select another message [Large enemy group spotted] with an icon like the orange crossed swords (but a different icon like walking boots or something) comes up on the map for a couple seconds. Only thing they will have to worry about is players spamming these, and you know we always have that one clown on the map who will do it. Maybe you can make this a squad only feature that the assigned scouts can use.
For siege refreshing I actually would like to see them increase the duration, maybe minor wxp and participation rewards. With the wxp and participation rewards, you could run into the problem of someone building to 195 max participation and then sitting in a corner refreshing a siege all day to avoid the decay.
@ Miko.4158
Would love it if weather effects were more prominent in the game. Having played The Division the last few months and seeing those snow storms in there and how they affect fire fights are awesome. Too bad there isn’t heavy storms in the game, fighting in a hurricane would be pretty cool, a rainstorm could put out fire fields, high winds reducing arrow cart range. XD
@ msalakka.4653
Class balance and qol changes are two different things, most of the balancing for the game is currently centered around spvp. Until the skill split, then we’ll see how much input for changes the wvw department can do.
@ McKenna Berdrow
Thank you!
Thanks for replies guys, lets keep it going. Keep in mind that these should be suggestions related to the WvW section of the game.
(edited by Xenesis.6389)
•Update Outnumbered buff to perhaps provide a minor bloodlust stat boost.
A-net had place stat boost in before but it only helps the winning server win more. Also Stat boost tend to make good players more powerful and some guilds may try to exclude player from a map just to get the outnumbered buff(if it was a stat buff). I would prefer if outnumbered did something else to help the outnumbered server. Like give your a scouting buff that shows enemy position if their are more than 10 coming to your, since chances are you roamer on an outnumbered map.
Hm don’t remember them placing stat boosts on the outnumbered buff before, other than the magic find, no repair cost and exp bonus.
It’s a minor bloodlust, something you already get from owning one bloodlust on the borderlands, which in the current case is worse when the winning side has all 3.
Guilds don’t control access to maps, they can try to be rude and run players off a map to get the minor buff, like some gvg guilds do to get their players on a map, but that would be pretty sad, most players shrug it off and ignore them. How many guilds complain about not having the current bloodlust?
I do like the idea of turning everyone with the outnumbered buff into sentries that mark enemies around them though.
(edited by Xenesis.6389)
They would only detect large groups something that a roamer can do not deal with or run from without prior warning. Map awareness and picking your fights is key to roaming on an outmanned bl.. I was thinking about the orb buff and bloodlust both were changed.
If you are outnumbered you shouldn’t be marked on the map by sentries and towers.
Certain tactivators like chilling fog should only work when you are outnumbered.
If you are outnumbered you shouldn’t be marked on the map by sentries and towers.
Certain tactivators like chilling fog should only work when you are outnumbered.
I think that’s a great idea actually.
Plus, no more stupid messages again “server took x tower!”. It’s getting annoying and constantly popping up at times.
I would like to see better visual feedback for mortars and trebs. Other than (maybe) getting numbers when you hit an enemy wall or gate, you have no way to know if you’re hitting or even close to your intended target. In the heat of an attack, unless you’re the only one there you need a skilled person on the seige and can’t afford to “learn on the job,” and during lulls you have no target to gauge.
One idea could be an additional mastery pip that provides the following effects:
1. When interacting with a mortar/treb, you get a subtle AOE overlay of concentric rings indicating 3-4 general distance zones to help target
2. Shots you fire ping on the mini map
I also had an idea for a trick that, when used on the ground out in the field, creates a mark for some duration for you to aim at that gives direct feedback. At the very least, a “Hit!” popup when a shot touches it, but could be enhanced to include some general positioning guidance (arrows to indicate left/right and more/less power adjustment).
I think this would be a very useful addition that would not create imbalance and help players use these seige weapons better.
-Remove the nodes, some people just go into wvw to farm them, same problem as crafting tables.
I can see your point on this, but getting people into keeps and towers however its done seems like at least a step in the right direction and it is a good way for those of us that don’t pve to get some resources and or gold. I will scrounge those nodes in the off hours while scouting and refreshing siege. I would miss them if they were removed.
and yes I fail at making quotes :P
-Remove the nodes, some people just go into wvw to farm them, same problem as crafting tables.
I can see your point on this, but getting people into keeps and towers however its done seems like at least a step in the right direction and it is a good way for those of us that don’t pve to get some resources and or gold. I will scrounge those nodes in the off hours while scouting and refreshing siege. I would miss them if they were removed.
and yes I fail at making quotes :P
Lol I noticed the first post, its ok I don’t know how to snip posts either, and I fail every time I try lol. This is not really an issue I feel strongly about, so I don’t care if they stay or get removed. I notice this a lot when I am scouting, the same people always going around on alts farming the nodes, but never actually doing anything on the map even if there is fighting going on, as if it were some daily routine.
Maybe at least put a limit on them to make them account wide once a day farming. And add more of these mats to reward tracks so you can get them from actually playing wvw. For example every tier of a reward track can also give a chest of materials with metals, plants, and wood.
-Allow party members in squads to have different nametag colors then the rest of the squad to let party members have better positioning and coordination.
-Allow commanders to be able to change tag color without tagging down.
-Change the way contesting waypoints currently works, sneezing on a guard should not make a waypoint unusable for 3 minutes, especially when it takes hours to build it up.
-Implement the Marked effect for SMC upon capture.
-Remove Dredge turrets, these things are just an annoying distraction that offer nothing, and just randomly cause swords to appear on structures, and can inflict an annoying daze on you when trying to fight. At least don’t let them respawn.
-Remove mercenary camps in EB, and change it to something similar to bloodlust.
-Move the Overgrown Grub away from Blue Keep, it needs to be far out of the way.
-Give an option to Remove, reduce the size of, or move the capture popup message (the text is fine), it is incredibly annoying and obstructive, especially when trying to fight a large zerg and the game thinks its more important that a supply camp was taken…
-Implement safeguards against tactivator trolling, the current method of limiting it to only guild members is not a reliable or preferable solution.
-Rework the siegecap, being able to build an ac every 5 feet, or 6-7 catapults/rams next to each other is not a good design. Siege itself needs a complete rework.
-Shield Generators need tweaking, one shield generator should not be able to completely negate the damage of multiple hits of siege in a consistent manner, either reduce the effect or increase the cooldowns.
-Rearrange tactivator levers so they are not right next to npc’s or nodes which make it very easy to accidentally interact with the levers and waste them.
-Remove the nodes, some people just go into wvw to farm them, same problem as crafting tables.
-Add crafting tables to HoTM, or create a sort of WvW lobby in Obsidian Sanctum with a condensed crafting station, tp, merchant etc.
-Ability to get HoT stat ascended trinkets without having to do pve raids.
-Reward Track to get ascended back pieces.
-Sort the consumables offered by the Permanent Portable Provisioner, it can look like this…
Utility
————
————
————
Magic Find
————
————
Power
———-
———--And of course PLEASE FIX THE LAG, to much skill lag, dc’s, freezes, and lockups.
-Fix the bug where you get stuck in place, really hate having to use the /dance emote in front of an enemy blob
-Fix the waypoint loading bug, that also causes rendering issues like your weapons and spell effects not to display. This happened to me a couple of weeks ago where my character was completely invisible! I literally played for hours not being able to see my toon.
-For reward tracks that award a piece of gear and ascended mats as the final reward (Heart of Maguuma track for example) allow the gear to be chosen separately in a different box, so we can get the materials without having to choose a piece of gear we might not need right away.
-Fix the bug that allows CoR to hit through gates, it is still broken.
-Fix the bug with Presence of the Keep where it doesnt take effect and prevents extra supply from being picked up.
yeah, i re-quoted the whole enchilada because this list is what i dream of being implemented! this thread is where the dev time should be spent, not with messing around with stuff (siege, repair hammers) we haven’t been asking or wishing for, for years.
the reworking of systems and such (that we don’t care about or ask for) kinda reminds me of this DIY art restoration… where the original implementation, even with a few bugs, is most often the best version, but ‘someone’ feels the need to mess with it regardless:
1. Build saver, badly needed across entire game
2. Option for commander tag to be visible only to squad
3. Showing linked server name for those players from the linked server.
I spend a lot of time in WvW in my inventory, keeping my bags clear of blues and greens.
I end up with a 20 sigils leftover from salvaging that I can’t sell off until I get to a merchant, often I just destroy them.
QOL change:
Add a “Sell” tab to Permanent Portable Provisioner merchant.
1. Build saver, badly needed across entire game
2. Option for commander tag to be visible only to squad
3. Showing linked server name for those players from the linked server.
Option 2 should be automatic on a closed squad, invite only.
1. Combat log improvements
2. Option to make enemy boons/conditions icons ( stack numbers) larger
Add a couple elite guards/scouts to the counter-attack fella that spawns after you’ve failed to recapture your keep in EBG and add the same feature to borderlands. Just having the one champion and the yak are easily defeatable by blobs. Give us perpetually outnumbered servers a chance to regain a foothold.
Along the same vein, if your keep/garri is out of your control for that long, add a supply source to the spawn location that follows the same mechanic of a T0 camp.
Also don’t make me discover the waypoints on the borderlands each time I roll a new toon.
-Add an option to the menu to “Show all Players’ health bars”. You should be able to see all the health bars from just as far away as nameplates currently, as well as distinguish party members from squad members by color, and recognize guild mates.
If you could additionally differentiate between the two enemy servers, by e.g. different shades of red, it’d be nice for threeway fights. (If the shades can be distinguished clearly though.)
-Add an additional option to “Disable nameplates from popping up when hovering the mouse over a Player/NPC”. Now it only shows the name on targeting.
When desactivating nameplates while in a squad you can currently see how it could look and improve clarity! I really want to see this happening.
Anyways, the nameplate clutter definitely needs a solid fix!
(edited by mixxed.5862)
Get rid of arrow carts, trebs, shield gens, and all the tactivators.
For example, my server is currently fighting JQ, which has a blobs and k-trains 24/7. They even have one Commander account that is shared between 6 people so theis account is on 20 hrs a day – they brag about this on other forums. Why even play when they put so much siege up you can’t even fight. Now they are going to be able to fix that siege also?
A.NET – you are killing WvW for the players that like to fight and giving it to the blob mentality servers. If you want WvW to die, you are doing a fantastic job of killing it.
(edited by Dusty Moon.4382)
Some good suggestions on here. big support on …
- Build saver
- Option for commander tag to only be visible for closed squad guild runs
- Do something about the amount of blue/greens we get. I’d rather get 1 yellow every now and then, instead of 15-20 blue/green items. Inventory mgmt has always been an issue with this game. The sell tab for portable provisioner may work nice.
- Battle chat, open to all three servers on the map. This could help egg on fights, it also could get a little out of hand.
- The ability of changing tag colours, I mean is that just broken? It’s kinda lame to have to reform the squad up just to swap from blue to yellow
- Toggling nameplate clutter
- Less clutter on the screen… no unnecessary sparkly trails, floating text or any other useless trash that would add to lag.
Think when you implement things “how would this look if all 3 servers were in a 3 way in smc” would this cause more problems? or less.
I’d also love just a reward track that flat out gave just money. No items.
I understand the thought behind having an “invisible tag” option, but I disagree with it because you can’t have players not know where the group(s) is(are).
Most of the time a tag, or tags, on the map means an organized group. You can’t have players log in and wonder if there is a group to join or activity on the map. You’ll have players spamming chat wondering where the group is and every 5 minutes it will be "umm where is the zerg?, “ping location of tag” and such… There has to be visual indicators of friendlies on the map or it’s going to get messy. You also don’t want multiple tags running into each other needlessly because they didn’t know they were there or going there.
I know I’ll get the “but spies!” comments, but you have to look at the greater benefit to having group and player identifiers.
(edited by Swagger.1459)
You do realize that groups already run without tags and they don’t always want to run as a public group? Plus you can create a tagless squad already.
Yes some commanders might retreat to just running their own private squads when they get the tag, but that’s their choice, a choice that already exist today, we’re just giving them a tag for their squad/guild to see.
Plus with Ccoms commanders on TS know where other groups are.
Chat spamming isn’t going to be any different than it is today when no tag is up.
I would like it if trash mobs didn’t generate white swords at camps.
anet has said numerous times they won’t support functionality that excludes players.
which means even the server color tags are unenforceable. If people want to run anon or guild groups on TS -so be it. If there are two tags on a map and one is guild then most people respect that , if there’s only one…
anet has said numerous times they won’t support functionality that excludes players.
cough cough
cough raids cough
cough cough cough cough
cough
anet has said numerous times they won’t support functionality that excludes players.
cough cough
cough raids cough
cough cough cough coughcough
In what way?
Anet hear this one: have a panel that shows the names of the guilds that are tagged up in the map, their levels, and how many people are in their squad.
You do realize that groups already run without tags and they don’t always want to run as a public group? Plus you can create a tagless squad already.
Yes some commanders might retreat to just running their own private squads when they get the tag, but that’s their choice, a choice that already exist today, we’re just giving them a tag for their squad/guild to see.
Plus with Ccoms commanders on TS know where other groups are.
Chat spamming isn’t going to be any different than it is today when no tag is up.
Agree with this – this would be a most excellent addition and i don’t think it would be too hard to implement. Currently, we just click Ctrl-T on the commander and follow him this way. A squad/guild tag option would be fantastic.
(…)
- Power of the mist rewards showed as a buff with server name and percentages, to players of that world in wvw and pve. (That’s if the rewards stay with the skirmish score changes). Perhaps if pve players see the buffs they get from wvw they may want to help in wvw more.
- For example when you hover the mouse over the buff:
Blackgate WvW bonuses for Pve.
Artisan: 20% increased chance of crafting critical success.
Gatherer: 20% chance of additional gathering node uses
Defender: 10% increased defense against monsters.
Energetic: 10% endurance regeneration bonus.
Medic: 10% increased healing effectiveness
Robust: 10% increased maximum health
Scavenger: 10% bonus coin per kill.
Wisdom: 10% bonus experience per kill.If anyone has anything to add, please do, and let’s keep this thread constructive, thanks!
Carefull with that, “must be in server X for boons or GTFO” requirement for fractals and the raid.
How the actual game works that would be a nail in its coffin.
Also that would be a huge advangate for servers that blob with numbers… and make WvW more empty at then end, more stacked server vs empty server situations, the linking sistem is already awfull, there no need to scramble it further.
And some classes would be completelly broken more than they already are…
(edited by Aeolus.3615)
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- Power of the mist rewards showed as a buff with server name and percentages, to players of that world in wvw and pve. (That’s if the rewards stay with the skirmish score changes). Perhaps if pve players see the buffs they get from wvw they may want to help in wvw more.
- For example when you hover the mouse over the buff:
Blackgate WvW bonuses for Pve.
Artisan: 20% increased chance of crafting critical success.
Gatherer: 20% chance of additional gathering node uses
Defender: 10% increased defense against monsters.
Energetic: 10% endurance regeneration bonus.
Medic: 10% increased healing effectiveness
Robust: 10% increased maximum health
Scavenger: 10% bonus coin per kill.
Wisdom: 10% bonus experience per kill.If anyone has anything to add, please do, and let’s keep this thread constructive, thanks!
Carefull with that, “must be in server X for boons or GTFO” requirement for fractals and the raid.
How the actual game works that would be a nail in its coffin.
Also that would be a huge advangate for servers that blob with numbers… and make WvW more empty at then end, more stacked server vs empty server situations.
And some classes would be completelly broken more than they already are…
Don’t raids disable WvW bonuses? Or, was I just wearing the wrong gear? And for fractals… they’re a far cry from being even close to difficult enough at this point to care. I’ve been back a little over 3 weeks now and run fractals almost every day. I’ve yet to run into more than just the targeted fractal levels and a couple “exp” requests. No one(at least that I’ve seen) is even asking for specific professions anymore, I doubt anyone would care about wvw advantages.
Although I realize I may be in a minority here, I’d like to see WvW designed more in a strategic, capture-points-centric manner. Many WvW players play “for the fights” in a way that attempts to turn every map into a huge PvP deathmatch. What I find is that these players are the most vocal about not getting scores for killing, despite the fact that the game mode was never designed to depend on killing as the primary scoring mechanism (that’s what sPvP is for). Personally, I think most of these players aren’t good enough at fighting to excel in sPvP and use WvW as a way to feel better about playing PvP the way they do; but, as long as we’re all having fun, that’s the real point.
WvW should be a strategic wargame, not an excuse to exploit the ability to zerg-up and feel like you’re contributing whether you are or not.
Also, though it wouldn’t be intuitive for PvE or PvP players, I’d like all WvW rewards to be directly associated with the relative amount of effort each individual player has expended in each encounter. This means that if you do 500 damage on a random player while you’re in a massive zerg that is steamrolling through soloists and small parties, you get what you’ve earned (a minuscule reward for minimal effort), while if you’re a soloist who takes down a 3 player party you also get what you earned (large reward for overcoming greater odds). This could be based on the metadata that’s already regularly collected to support the game or the same metrics that scale NPCs.
WvW doesn’t need to be a huge PvP arena because sPvP is designed for PvP. WvW, like PvE, needs to maintain its uniqueness. Part of that uniqueness is making the way WvW plays more Warhammer tabletop and less Unreal Tournament.
I like both.
in more team play focus I’d like to see some skills that promote co-operation. the best I could think of was assist siege (range would mix it up, or just speed), so we aren’t all standing about like muppets , but speed doylaks, or boon npcs and mercs might work aswell all based on how many people are there. I know people don’t like blobs so cap it at 5, so old school parties can have more of an effect.
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