WvW(vW) ideas

WvW(vW) ideas

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Posted by: Xyppi.8061

Xyppi.8061

Issues will be listed from 5 to 1 – 1 being the issue in the most urgent need of fixing or what have you. It’s a long post but I simply don’t enjoy WvWvW anymore, even less so now that my server is currently stomping our competition. If you can even call it that.

It looks very long but it’s like the equivalent of 3 maybe 4 pages of a long book. If you want to improve WvWvW don’t be lazy and productively criticize certain bits and offer ideas on compromises something different entirely, or remove that idea completely, but give reason why. I don’t mean to implement all of this at once, if so, do so, gradually. Beta test it, see what the community has to say.. This is assuming an Anet type person is reading this. Part 1.

5. Quantity over quality
4. Lack of incentive to play WvWvW in terms of rewards and satisfaction.
3. PvE events like living story and the.. Halloween thing, always pulls away most of the WvWvW population. For good reason.
2. Camp/Tower/keep/castle defense.
1. Population imbalances.

(5). What I mean is ; The server with more coverage, will usually win. Coverage is population, time zones and dedication. The spreading of a WvWvW community is not intentional, but it can be easily managed. (How specifically, I would like to know detailed methods). Quantity measure by play time in WvWvW and contributions (if they take two towers in a short amount of time and do this sort of thing a lot they tend to follow the zerg). Quality by analyzing the larger guilds in a server, see which ones are mainly WvWvW (guild upgrades, numbers, playtime, or just manually check the larger guilds) and analyzing individuals data on playtime, contributions and (not necessarily) WvWvW rank. Encourage transfers from this server, to that, meaning a server with an abundance of players that are on in WvWvW consistently whereas a server is sorely lacking in players at that time zone. Encourage by decreasing transfer prices in whatever way seems tolerable to your profit quota. Speaking of quotas, have the discounted transfers or free automatically stop once the transfer quota for the estimated balanced amount of transfers has been reached.. Like, only 5 people are on at this time in EB! (Example). The transfer quota would be 20 or so. Give minor incentives like an increase in magic find for a week or less and other such things, like maybe 3 kegs of WvWvW xp or less and a miniature quaggan, cuz quaggan, and a skin of their choice from a set tailored specifically for transfer incentive.

(4). What I mean is ; Lack of consistently good rewards, I, am primarily a defender. So I say this with experience that defending, while necessary, is viewed by most as boring, very costly, and unrewarding in everyway. It takes a determined mind to stay on defense consistently. As such, add a guaranteed amount of gold per individual credit kill over 2 silver, decreasing depending on how outnumbered one side is. If a Zerg vs Zerg is equal, 2 silver, I see no reason not to do this, I find it fun to make gold doing what I enjoy. Increase gold, guarantee an amount of gold for like 5 silver+ objective caps and add ’s for an increase. Add a base magic find increase by 5-10 for being in WvWvW. Give guards in lord rooms and lord a chance to also drop T6 and below mats. Perhaps you consider this unbalanced but PvE makes much more for doing much less. When holidays or living story events occur increase magic find % for WvWvW by maybe.. 10-30%, add decorations and things of the sort for WvWvW maps (if it was a.. Scarlet attack.. living story event change the harpy champion in ogres to a.. robot, thing). Give people a reason to mainly WvWvW, give us (me specifically, but I can’t be alone on that) a means to ignore PvE completely, [I certainly dislike PvE, alone. (Opinion.)

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Posted by: Xyppi.8061

Xyppi.8061

Part 2.
(2). What I mean is ; I find that objectives are far too easy to take, especially with the population imbalances. I, we, lose towers because of a lack of.. a defender, any, defenders. Defense is just so unrewarding, staying in objectives to watch for enemies is just unbearably unsatisfying and boring for me. (Oh, yeah I’ll just place this treb here… a few arrow carts everywhere.. Shoot, they brought an omega! I’ll have to call for help.. Wait a minute.. More like 8 or so hours! It’s 3 AM here! And we have little to no coverage in Eternal Battlegrounds at this time let alone our BL and no organized WvWvW guilds are ever on at this time for my server!)

This is a short term view for defense, strongly influenced by population imbalances. Firstly, improved AI for camps. In the very least change their pathing, spread them out including the melee and increase the melee NPCS range, make stacking less beneficial. Add 2 Veteran Rangers (give Vet Rangers a knockback that activates in 1.75 of a second, remove one Veteran Thief and one Veteran Guard, but make the guard have more survivability, but not enough to make up for the loss of the 2nd Vet Guard. Vet Rangers are for counters against ranged, like Rangers, a Bearbow Ranger, the kind that specializes in PvE dps. I feel that ranged classes shouldn’t have camp caps so easy only because of kiting. (I have had a single invader take a fully upgraded camp alone, by stacking and kitting out specifically for camps. As we are in a bronze server I assume this sort of thing is far more prevalent in other servers. At the time I was the only one dealing with roamers in my BL. I was running back, and forth, and wp, and oh look, swords..) Increase wall height (makes it more difficult to clear siege), decrease arrow cart range but increase scrolling view distance. Make NPCS able to use siege on the walls, not gate. They would be able to use arrow carts, cannons, and oil. They would only target siege to make things simple. Increase amount of guards on the walls, 1 veteran archer on the right of the oil build site after the wall upgrade is finished, one to the left after wall upgrade is finished, and introduce new types, (..Veteran Siegemanner, something like that) that will do the siege work, make them have 75% of the survivability of a Veteran Guard but increased toughness when manning siege. (Weaker than iron hide but significant). Decrease siege disable duration to 35 seconds for certain siege like rams, and like the stealth disrupter trap, make it take time, like 3-5 seconds to throw a disable, give people time to react, not sure whether the disable is currently but make it blockable by projectile blocks, remove the shared iron hide bonus for rams, and replace it with a shield bubble only capable of blocking small arms that activates in 3-4 seconds and lasts for 5-7 seconds, the cool down would be 15-20 seconds. But these will likely need to be more balanced, this is “just off the top of my head” (small arms meaning player attacks and AoE, arrow carts, omega golems, disables and ballistae but NOT mortars, trebs, and catas). To balance this increase the durability of gates. I, am absolutely sick, of losing a tower because of a lack of defenders, and the short response time we get, even on fully upgraded towers. I have had enemy zergs just rush fully upped towers with 4 superior rams with masters, (disables were an excellent addition in my opinion but not the duration, and the cost should be increased, by badges of honor, 5 more or so, not gold)
Increase the 2nd upgrade for the gate (final tier for gate’s) durability by 25-50%. Make it cost the equivalent amount of supply, make objectives (excluding camps, sentries, and mercs. Obviously) durability, (not sure if it only a health increase or toughness, or both..) scale toughness and health, along with the progress of the upgrade apply this to both gate and wall.

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Posted by: Xyppi.8061

Xyppi.8061

Part 3
(1). Population. Need I say more? In WvWvW as it is in EOTM, you win because of quantity, but in my mind it should be quality. Let them mindlessly zerg in EOTM, I want focus, strategy and tactics, experience and skill. In combat and in initiative, people occasionally call me annoying on my server because I make too many call outs in chat. It just looks bigger than it would in words, but of course I must take it and defend myself when I feel I should. (Which is not often). I am tired of this, I want people other than me to be defending camps, with groups rather than alone. I want everyone to watch the map and check for swords then call out if it is clear or not. (Opinion…)

My ideas on a solution for population imbalance fixes are somewhat radical.
Merge WvW(vW) servers by 2 each. Merge based on balance of quality and quantity. Quality meaning individual statistics (approximate % of WvW(vW) ranks and contributions meaning caps) and analyzing larger guilds to decide whether they are an organized WvW(vW) guild that fight together, roam together, zerg as one. But doing this would only allow for 1 match up for the entire course of the Gw2 if implemented. So, EOTM, it’s about zerging, and loot. Why not have that for the 1v1v1, the massive fights that made WvW(vW) in theory more fun and exciting, when in truth it is usually a 2v1 in WvW(vW), very rarely 1v1v1 for zergs. 2nd and 3rd focus on 1st, always, they have too. To the point, how about WvW, that way it is far more quality based, for example : Green attacks Blue Side in EB, takes QL, then goes to Dane to resupply. However the Blue zerg has beat them to Dane and now a zerg vs zerg ensues. Green pushes Blue to the choke point and then it becomes a battle of who does what first and how, and most usually getting tunnel visioned, so it takes a while for most zergs to recover from that. Meanwhile, Red sees orange swords at Dane choke point and decide to attack whoever is ahead, and more often than not so many will be distracted with the zerg vs zerg fight that Red zerg will take Bravost then Durios, or Aldons then Wildcreek with a likelihood to succeed due to a lack of a defender(s).

Of course a complete.. overhaul, of the map for WvW would be necessary, but I’d rather Anet to work on that for a year, than them working on only PvE for that year, by adding.. maybe a zone, a living story or 3.. But that’s my opinion.

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Posted by: Xyppi.8061

Xyppi.8061

Ideas on.. better? No, add rewards for defenders, I forgot to add think on that one but I’ll leave that to anyone who actually reads this.

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Posted by: xGraver.4918

xGraver.4918

Dose anybody even bother to read these anymore?? Every second topic is how to make WvW better but there haven’t been any changes and most likely will never happen.

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Posted by: Xyppi.8061

Xyppi.8061

It’s either WvWvW changes, or I stop playing Guild Wars 2. But I’ll be honest, I haven’t paid for anything on this game other than the fee to buy the actual game. I truly enjoy this game though. I might even be willing to pay renewal fees depending on what promises they make and only after I see proof they will fix WvWvW.

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Posted by: xGraver.4918

xGraver.4918

Plzzzz there would be xxxxx amouth of ppl willing to pay like 20€ for big Wvw update.

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Posted by: Hvaran.6327

Hvaran.6327

Plzzzz there would be xxxxx amouth of ppl willing to pay like 20€ for big Wvw update.

big YES.

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