WvW Reward Suggestions

WvW Reward Suggestions

in WvW

Posted by: Evernessince.8035

Evernessince.8035

Here are some Ideas I came up with to fix WvW rewards

Contribution System:
– A point based system that incentivises a player’s actions during an attack / defense / Other Activity

Defense
- Below the event timer is the player’s contribution value
- This value indicates how much the player has added to the defense
- Points are given in a manner like WvWxp. Although Developers may choose to not make a floating number on screen as that may get distracting.

The following will increase contribution value ( I will attempt to weigh that value in point of each as well (w) )
– w: 3 Killing an enemy player / npc (same as WvWxp, amount decreases as more players have taped)
– w: 2 Repairing / building (per 10 supply)
– w: 6 Destroying Siege (Enemy must have spent some supplies on it)
– w: 1 Holding an objective (given every 30 seconds)

*Note that holding an objective will be given every 30 seconds, meaning that in longer sieges it will be a large boost to
your contribution points.

- The given reward will be scaled based on those factors. In other words, the more you do, the more you get.
- Leaving the area does not reset contribution value. You can go pick up supplies and come back to it.
- Contribution value will reset when there are no attackers near the area or when the fort/castle is taken or when the event timer runs out.
- Rewards are given out when the timer resets, regardless of whether your side won or lost.
- If possible: The player with the highest contribution gets a bump in their reward.

Offense

Very Similar to defense. everything is the same except for the items specified below.

The following will increase contribution value
– w: 3 Killing an enemy player / npc (same as WvWxp, amount decreases as more players have taped)
– w: 10 siege damage to door / wall (that item must be destroyed to receive)
– w: 4 Regular damage to door / wall (that item must be destroyed to receive)
– w: 6 Destroying Siege (Enemy must have spent some supplies on it)
– Lord drops are kept but reduced. Rewards should now be more distributed thanks to the contribution system

*Note that this system gives rewards for for destroying walls / doors / siege. This means that treb and cata guys will finally be able to get better rewards.

Now onto dolyaks:
- Dolyak rewards will only be rewarded on a successful escort.
- contribution points are accrued by killing creatures THAT HAVE TARGETED THE DOLYAK. If a player taps a creature before it targets the dolyak, no contribution points are awarded. This will prevent players from gathering enemies and farming them for better rewards. Enemy players only need to be around it to count for points
- You will need to be around the Dolyak for 30 seconds to receive a reward
- Killing attacking creatures/players rewards much more than just escorting.
- Dolyaks can be revived but they are reset back to the start. Only exp is awarded for rezing a dolyak.

Scouting
- All keeps, forts, and starting areas have “Scout Spyglass”, a package. An infinite pick-up item that gives the player the ability to magnify their vision.(or if not possible, tag enemies).
- Players cannot use their weapons until they drop the spyglass.
- The spyglass disappears when dropped.
- When magnified the player can target and tag enemies / siege
- Aside from tag one at a time an aoe tag should be available. This skill will count the number of players in an area and show it on screen.
- The player can obviously output this information to chat. In order to get a reward though, the player must report to a quartermaster in any fort/keep within 15 min. A reward will be given based on whether or not the tagged players have been reported within the last half hour (someone has already scouted them).
- Reward increases as the tagged players increase. Rewards are higher for siege items.
- Any ally can go to the quartermaster to receive scouting info
- Allies will see a red area where tagged enemies are. The system will track the “tagged” players but will not give exact location
- Anyone in a party or squad can also see this info on their map
- To prevent the system from being too powerful, each group can only view this once every half hour.
- players are untagged each half hour and no longer mark a red area on the map

Any more suggestions would be great!