Zorions WvWvW changes/ideas

Zorions WvWvW changes/ideas

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Posted by: Zorion.7504

Zorion.7504

Have a few wishes to WvWvW to make it IMO more fun/interesting.
please read all points before commenting on a single point, as some ideas are worthless without the support of the other ideas =P

1. Take away all NPCs.
Motivation. Many MMOs feel the need to put NPCs into PvP content and I really dont see the point of it, it´s just a waste of server space IMO.
Let the PvP area be controlled only by players and affected only by players.

2. Add a zone/grid system to the map with a control points.
Motivation. this idea is to encourage anti zerging tactics. More control points = more areas of the map worth fighting for to give map domination.

3. change how you capture a point.
Motivation. instead of killing a NPC to capture a point, make it a channelled spell, like some skill points.
Default 1 min channelling that breaks on any damage.
Put in an invurnibility timer, when a point/keep/whatever has been held for 12hours strait you cant recap it for 6 hours, this will make for some really interesting strats regarding night capping and the likes.

4. Change upgrading points.
Motivation. instead of paying for NPCs to guard your points the Points will automatic upgrade over time.
example. every 10 min upgrade the channelling needed by 1 min to the maximum 10 minutes to capture a point.
after 1 hour, activate an asura gate at the point giving you a teleport point.

5. add a kill/death points system
Motivation. in every zone/control point area that gets reset every time a point changes owners.
give bonus to drops/tokens/whatever if your realms kill ratio is higher then your realms death ratio in that zone.
This encourage players to actually defend points even more and also have another “xp bar” to look at, just have a three coloured bar at the eventbox showing the ratio.

6. Change supply trains to keep.
Motivation. If you take away the cows and just make it so that if you have an unbroken control point chain from the supply camp to your keep the supplies will continue automatic on a fixed timer.
This makes attacking strategic points to break the supply chain more fun, instead on being on boring cow guarding duty that rewards nothing.

All these ideas is to make WvWvW less rewarding to zerging and more rewarding to proper tactical thinking but also allowing more roaming.
My dream would be to take away all keeps and towers and such and just use the control points to gain map domination, but I understand that the player base want to have sieges so I will not go there ^^

So to easier understand what I mean with grid system on the map, think of RTS games like company of heroes and the likes.
The goal of WvWvW is to control the map to gain Victory Points to at the end of the matchup decide what server wins.
My ideas just boosts that. Makes it more fun. Fight to control the points not to kill NPCs and/or blob zerg keep after keep.

What do you guys think?

(edited by Zorion.7504)

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Posted by: Zorion.7504

Zorion.7504

answering my own post, bored at work ^^

I know that some will say that point 1 is bad cause one person can recap everything.
well, if you have held a point for 1 hour, you have a teleport to the point, and a channelling time for the enemy on 10 min. should be enough time for anyone to port there and do 1dmg on the capper ^^

but but night capping then, will not be a bigger issue then it is at current time, rather with point 3 gives you the possibility to start defending your keeps to make them un-capable by night.

would be really fun to see other PvP players comment on these ideas =)

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Posted by: MartyPartys.9187

MartyPartys.9187

1) WvW is a PvE enviroment where you can kill players, I could go into further details but long story short I like the NPC’s wandering around myself;
2) I think the ammount of points are good at the moment, maybe if there was another map. But you can get from point to point within a minute atm.
3) Sounds great that you can’t recap because you held a keep for that long, but it wouldn’t work. Example: Night team caps a keep, they’ll hold it for 12 hours during the night. When the 12 hours are over it can’t be captured for another 6, so it is held for 18 and so on.. (Where does it stop?)
4) Would be cool, but arenanet needs some money.
5) Imo this should be per person, otherwise you are dependent on your team mates (read: low levels, spies and trolls).
6) I like the dolyaks, yes you don’t get a reward, but I didn’t start playing this game to get rewarded. Dolyaks bring the game a dynamic way of defense, either you defend them or you will run out of supply at your tower/keep.
7) I love the towers/keeps, it wouldn’t be the same without. If you just want control points you should be playing sPVP.

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Posted by: Mishi.7058

Mishi.7058

answering my own post, bored at work ^^

I know that some will say that point 1 is bad cause one person can recap everything.
well, if you have held a point for 1 hour, you have a teleport to the point, and a channelling time for the enemy on 10 min. should be enough time for anyone to port there and do 1dmg on the capper ^^

but but night capping then, will not be a bigger issue then it is at current time, rather with point 3 gives you the possibility to start defending your keeps to make them un-capable by night.

would be really fun to see other PvP players comment on these ideas =)

Night capping is a matter of opinion. Or rather, decided based on where a player lives, and their life schedule.

In other words: It would make things better for people who can play specific times, over others who can’t.

Commander Silvannas
“Invincibility lies in the defence; the possibility of victory in the attack.” Sun Tzu

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Posted by: Zorion.7504

Zorion.7504

3) Sounds great that you can’t recap because you held a keep for that long, but it wouldn’t work. Example: Night team caps a keep, they’ll hold it for 12 hours during the night. When the 12 hours are over it can’t be captured for another 6, so it is held for 18 and so on.. (Where does it stop?)

It would be really hard for a nightcap team to cap a keep and hold it for 12 hours.., take a normal battle night, start around 18.00ish and goes on to around 01.00ish with alot of back and forth presence. say that you acctually manage to cap a keep and hold it from 18.00, then you need to deffend it to 06.00 to give you cap proof until 12.00.., not that a big of deal.., better then to try and organice a deffence during day time to give you nightcapping safe haven on the dog hours.
But anyhow, its just a way to let the servers work towards a goal that gives you a clear reward, defend this A amount of hours and get rewarded to not have to defend it B amounts of hours.

6) I like the dolyaks, yes you don’t get a reward, but I didn’t start playing this game to get rewarded. Dolyaks bring the game a dynamic way of defense, either you defend them or you will run out of supply at your tower/keep.

Didnt mean reward as in xp/drops/whatsnot but in that to guard the Dolyak from SC to Keep/tower takes so long time and the chances of you getting a fight is slim, bigger chance of having a zerg run you over ^^ and that is for me why I play PvP, to acctually have PvP encounters.

if it where say, 3-5 control points, think the present “guard flag”, that need to connected for the supply to get to the keep, more fights could happen over a bigger area. You would benefit by spreading out your zerg over the “zone-supply line” and use the natural terrain.

7) I love the towers/keeps, it wouldn’t be the same without. If you just want control points you should be playing sPVP.

I also like sieges, L2 player here, but the bad thing with sieges are that it automaticly forces teams to zerg up, victory point battles dosnt.
and SPvP is fun, but you cant really compare WvWvW vs SPvP its two different experiences, on its scale alone.

And, if we where to get more “points” to affect “map domination” that would mean Keeps/towers would be closer to reality, ie by owning a a keep/tower you dont automaticly have “map domination” you have to exit the keep/tower and claim the “points” around the keep/tower.
So the point of a keep/tower would be, it makes it easier to get “map domination” but
it is not enough by itself, you need to attack on the map.

Exampel. present day you can control Victory Points By only zerging it up inside keeps/towers and win.
with changes. If a server zergs it up inside its keeps the other server can just cap all points around the keeps and get map domination and force the defenders into the open.
And that gives us more BATTLES!

But good points and thanks for the input, would like to see more discussion around this ^^

(edited by Zorion.7504)