WvW ascended materials distribution+bloodlust

WvW ascended materials distribution+bloodlust

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Posted by: Incomingray.8075

Incomingray.8075

Hi, I just wanted to make a thread about the way ascended materials are being distributed in WvW as I feel it is a strange system.

Why are the materials coming as drops from npcs which die in a matter of seconds with no effort? What does getting an attack on the weak useless ‘lord’ of a keep/tower actually have to do with taking those places? ANet has to realize that there is a far bigger picture to the process of taking these places, I hope the reason materials don’t come from the overall bonus with WXP is a weird programming issue, why are you making us go through this annoying otherwise pointless chore of trying to tag a mob in a laggy desperate zerg ball just to get a share of the ascended loot that drops in WvW, sometimes it’s more important to keep fighting, not everyone needs to stand in that circle.

Better yet why is there no amounts of ascended materials given as a bonus(perhaps with diminishing returns) for defending keeps/towers? It’s obviously interfering with the WvW game by causing people to want to take take take and ignore defending.

What about the people who will get their realm the bloodlust buff in the next patch? How about an achievement chest with diminishing returns/daily timer to get a small amount of each ascended material when you take 3 of the 5, this would really liven things up and create a flow of the games population taking a run into the middle fights to get their daily ascended materials achievement thoughout the day, this would help keep the buff bouncing around amongst the 3 servers and draw people into WvW.

Just wondering what people think about how annoying and imho senseless it can be to get ascended materials for WvW players.

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Posted by: Zephyrus.9680

Zephyrus.9680

If you’re in a party it helps with tagging. But in general, keep lords, tower lords, camp supervisors, and SM lord should be stronger regardless. A keep lord for example should not be able to be soloed in any circumstance.

Zefyres – Ele | Maguuma | (ex) top100 solo/teamQ casual | Youtube

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Posted by: Feed Me Change.6528

Feed Me Change.6528

“Better yet why is there no amounts of ascended materials given as a bonus(perhaps with diminishing returns) for defending keeps/towers? It’s obviously interfering with the WvW game by causing people to want to take take take and ignore defending.”

1000000% agree. There are too much attention placed on capturing objects, too much reward, not enough risk. Not enough attention placed on open field combat.

The whole mentality of WvW has changed – flip everything as fast as possible and map hop, while you are gone hopefully another server flipped it so you can come back and reflip. WXP Progression, Lord/Tower rewards and lack of competitive match-ups created this.

Personally, I think you should get Ascended mats off people and ONLY people.

NSP>ET>SoS>BG>ET>SoS>JQ>SoS>Mag>JQ
My fun laughs at your server pride.

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Posted by: styx.7294

styx.7294

Agree, it does lead to weird incentives. The guy treb’in a tower for half an hour has to get off and run over the entire treb distance and hope the tower isn’t flipped by then, if you’re rushin a lord room it’s a disincentive to have someone scout the outer gates, with some zergs the champion drops before everyone can tag him, peole runnin interception on reinforcements won’t get any reward though they clearly might be a big reason why a keep gets taken etc etc etc.. the list goes on. Chests or event rewards might be good enough (it would hardly break the bank to give dragonite to everyone that gets gold credit on keep capture).

Edit: To the poster above, please no ascended off people. That’s ridiculous and just further big punishment for people in low ranked servers.

Gate of Madness

(edited by styx.7294)

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Posted by: mcarswell.3768

mcarswell.3768

Personally, I think you should get Ascended mats off people and ONLY people.

This!

Berner | Nitzerebb | Suna | Shivayanama
[TSFR] – Jade Quarry

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Posted by: DevonCarver.5370

DevonCarver.5370

WvW Coordinator

A couple of points. We are going to move more and more towards trying to increase the rewards in the rank up chests. As for the lack of rewards for defending, it is really a limitation of the way the content currently exists. We are working on solutions to it, but we always face the problem that making a major change to existing, working content is very dangerous and has to have a very long test time. Defending is super simple to get credit for right now, and because of that it’s difficult for us to put a serious amount of rewards on it. If we did, it would incentivize people to stand around, repair a wall for a second or two, then jet off. Until we fix the way that content determines who deserves rewards, we can’t bump the rewards as much as we’d like to.

We absolutely agree that defending is not rewarded well enough and we will address it when we have the best solution.

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Posted by: Incomingray.8075

Incomingray.8075

A couple of points. We are going to move more and more towards trying to increase the rewards in the rank up chests. As for the lack of rewards for defending, it is really a limitation of the way the content currently exists. We are working on solutions to it, but we always face the problem that making a major change to existing, working content is very dangerous and has to have a very long test time. Defending is super simple to get credit for right now, and because of that it’s difficult for us to put a serious amount of rewards on it. If we did, it would incentivize people to stand around, repair a wall for a second or two, then jet off. Until we fix the way that content determines who deserves rewards, we can’t bump the rewards as much as we’d like to.

We absolutely agree that defending is not rewarded well enough and we will address it when we have the best solution.

Thanks for responding, i’d like to just toss in a suggestion on that challenge, perhaps a simple 1 hour cooldown achievement chest with appropriate ascended goodies in it on a tower or keep defend tick so people want to take a turn defending now and then and not exploit it.

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Posted by: ykyk.2740

ykyk.2740

The T7 mat rewards should be linked to the keep/tower cap event, rather than tagging the Lord. There are many situations where a siege has to split up with groups holding different areas and chokes and one group going for the cap, and all the current system does is discourage that type of strategic play because you get terrible rewards for doing what’s best for the situation.

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Posted by: anzenketh.3759

anzenketh.3759

Perhaps if the reward was tied to the defend timer to where it would only reward people who are there at the timers end would help.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

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Posted by: King Amadaeus.8619

King Amadaeus.8619

A couple of points. We are going to move more and more towards trying to increase the rewards in the rank up chests. As for the lack of rewards for defending, it is really a limitation of the way the content currently exists. We are working on solutions to it, but we always face the problem that making a major change to existing, working content is very dangerous and has to have a very long test time. Defending is super simple to get credit for right now, and because of that it’s difficult for us to put a serious amount of rewards on it. If we did, it would incentivize people to stand around, repair a wall for a second or two, then jet off. Until we fix the way that content determines who deserves rewards, we can’t bump the rewards as much as we’d like to.

We absolutely agree that defending is not rewarded well enough and we will address it when we have the best solution.

I’d like to see these mats drop off of players as well….Might encourage more PVP instead of the karma trains which have been fueled even more.

Mag Server Leader

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Posted by: Astaroth.5146

Astaroth.5146

The simpliest way to fix it I think would be to make those significant rewards into event chest. The mechanic already exist so it shouldn’t be a hard thing to make happen. So instead of being a drop from the supperviser/lord, the ascended mats and exotic sachel would come to the players involved in the event through an event chest. That way, it would reward the poor soul on the treb that can’t make it to the lord before the guys waiting next to the trebbed wall and would be fair for everyone. From there, it would also be possible to set a reward for defense events, making it worthwile to defend. Rewards would need some thinking and tweeking, but I think that is the best solution

Jezebèl – Mag
Behind every red name there is a human being just like you. Respect your enemies :)

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Posted by: natsos.3692

natsos.3692

A couple of points. We are going to move more and more towards trying to increase the rewards in the rank up chests. As for the lack of rewards for defending, it is really a limitation of the way the content currently exists. We are working on solutions to it, but we always face the problem that making a major change to existing, working content is very dangerous and has to have a very long test time. Defending is super simple to get credit for right now, and because of that it’s difficult for us to put a serious amount of rewards on it. If we did, it would incentivize people to stand around, repair a wall for a second or two, then jet off. Until we fix the way that content determines who deserves rewards, we can’t bump the rewards as much as we’d like to.

We absolutely agree that defending is not rewarded well enough and we will address it when we have the best solution.

I am not sure if it’s proper to suggest something for it in this post but I’ll do it anyway.

What if you created a -hidden- timer for anyone who is inside a X range of an under attack object and the more the attack lasted the better the reward would be. This would require to also build a limit on the timer for max reward(not too big but not too small), like some badges karma increased WXP etc.

Natsos, Necromancer
Officer of Spartians GR[SPGR]
Gandara EU

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Posted by: style.6173

style.6173

The T7 mat rewards should be linked to the keep/tower cap event, rather than tagging the Lord. There are many situations where a siege has to split up with groups holding different areas and chokes and one group going for the cap, and all the current system does is discourage that type of strategic play because you get terrible rewards for doing what’s best for the situation.

^^ This. It also allows people who treb to get credit.

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Posted by: Littlefeather.8623

Littlefeather.8623

With anything dealing with Data, there are logs. Can you can take those logs and compile the information to meaningfull events? Such as:

Character X builds offensive (AC, Trebs, Cats, Ballista) seige site within structure.
Character X uses offensive siege site, hits opposing player(s)
Character X repairs wall/gate during/after structure attack
Character X aquired supply X many times during X time frame

Using formulas like those might be helpful when determining what events should be rewarded for defending.

Every action characters do in your servers are logged somewhere. By using such logs you could even determine which character was idle and for how long, by lack of actions during a given time frame.

Crazy Leg

(edited by Littlefeather.8623)

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Posted by: Feed Me Change.6528

Feed Me Change.6528

A couple of points. We are going to move more and more towards trying to increase the rewards in the rank up chests. As for the lack of rewards for defending, it is really a limitation of the way the content currently exists. We are working on solutions to it, but we always face the problem that making a major change to existing, working content is very dangerous and has to have a very long test time. Defending is super simple to get credit for right now, and because of that it’s difficult for us to put a serious amount of rewards on it. If we did, it would incentivize people to stand around, repair a wall for a second or two, then jet off. Until we fix the way that content determines who deserves rewards, we can’t bump the rewards as much as we’d like to.

We absolutely agree that defending is not rewarded well enough and we will address it when we have the best solution.

I’d like to see these mats drop off of players as well….Might encourage more PVP instead of the karma trains which have been fueled even more.

KARMA-KARMA-KARMA-KARMA-KAMELEON.. WE COME AND GOOOOO… WE COME AND GOOooooOOOOOOO

Sums up my WvW week to the “T”

NSP>ET>SoS>BG>ET>SoS>JQ>SoS>Mag>JQ
My fun laughs at your server pride.

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Posted by: Bailey.6892

Bailey.6892

A couple of points. We are going to move more and more towards trying to increase the rewards in the rank up chests. As for the lack of rewards for defending, it is really a limitation of the way the content currently exists. We are working on solutions to it, but we always face the problem that making a major change to existing, working content is very dangerous and has to have a very long test time. Defending is super simple to get credit for right now, and because of that it’s difficult for us to put a serious amount of rewards on it. If we did, it would incentivize people to stand around, repair a wall for a second or two, then jet off. Until we fix the way that content determines who deserves rewards, we can’t bump the rewards as much as we’d like to.

We absolutely agree that defending is not rewarded well enough and we will address it when we have the best solution.

I don’t understand this trying part, just do it already. And give bonus chests again for those who have suffered with the poor chests we currently have.

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Posted by: ilr.9675

ilr.9675

On defense: 1 shard per attacker in the area. And you only qualify for event involvement if you actually got attacked / took damage.

Meanwhile Anet needs to stop pretending like Dragon Ore & Emp shards are some kind of big deal that can’t just be handed out for defending or random ganking. That is a totally illogical double standard when you look at how fast we can (and I do!) get them in PvE just for newbie Jumppuzzles in Caledon, or tagging a couple random mobs at a Temple Zerg, or from spending 7 minutes in a fake dungeon (COF) that’s so easy it makes most Story dungeons look like COE by comparison.

Roaming or being one of those smaller guilds off doing Spec Ops in one of your enemy’s home BL’s is a lot harder and often wrought with frustration and disappointment (not to mention useless outmanned mechanic that apparently doesn’t even increase these T7 drops). ….I don’t feel the least bit compelled to WvW with any frequency until the rest of the company takes a serious look at this and admits they’ve got a lot of improvement still to make on Effort Vs Reward. … this also applies to resource nodes though, they should have gotten increased & improved when the Worldbuilding team did this last pass on putting Conquest mode in WvW

(edited by ilr.9675)

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Posted by: Kincaidia.3192

Kincaidia.3192

@Devon, I’m at roughly 45 wvw rank up chests since that patch and have gotten a whopping <<zero>> thimbles. RNG, whatever, that’s a bit of a downer.

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Posted by: Stice.5204

Stice.5204

I also don’t understand why they’re so reluctant to increase the rewards for killing enemy players in WvW.

I can make a hundred dragonite ore and bloodstone dust in an hour just by checking the world event timers at any of several websites and waypoint-hopping around the world to autoattack world bosses. I’ll also get a guaranteed rare item from each plus multiple salvageable items and substantial amounts of karma and coin. This is very predictable and easy, so I can do it every day if I feel like it.

On the other hand, an hour spent representing my server against human enemies in WvW will yield somewhere between zero and maybe 25% of that if I luck into a real hotstreak (which, unlike the daily world boss farm, is not predictable or manufacturable.)

Guardian, Engineer
[SIC] Strident Iconoclast – BP