how to make EotM competitive and fun!

how to make EotM competitive and fun!

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Posted by: Radian.2478

Radian.2478

The best thing about EotM is that it’s easy to hop in and play regardless of the time of the day (which many people can’t do in wvw depending on server). The two big problems are the population imbalance (OG is always huge!) and lack of win incentive. This format has huge potential if these flaws are corrected.

What needs to be done! (in order of importance)

1. Population fix
2. Incentive for winning
3. Points per kill
4. More rewards for defense
5. Map design fix

1. Population fix:

The current algorithm where all of the servers are the same color in EotM as they are in WvW needs to be thrown out the window. You can have servers be a random color and still not be the same color as any other server in their match-up. Basically just do as follows. Look at one WvW matchup at a time (3 servers at a time). Randomly assign green as the EotM color to one of those 3 servers. Now randomly assign blue to one of the remaining two servers. Assign red to the remaining server. Do this for each WvW matchup. Now each color is not necessarily the same color in EotM as they are in WvW but they are guaranteed to be a different color than their WvW opponents. Do this algorithm before every EotM match so every four hours you have a chance to be the same or a different color than before and you don’t know what your color is going to be before entering EotM.

2. Incentive for winning:

Remove the supply drop from citadel reward. Make it so that every dynamic event completion in EotM gives nothing to you at the time you complete it. At the end of the match, your dynamic event completions will all be added up and mailed to you in the form of liquid wxp/karma/exp and the exp will be soulbound. If your side won the EotM match, you get it all. If your side was second place, you get, say, 80% of reward. If you were last you get 60%. It doesn’t matter if you were there for the whole match or very little because your reward mailed to you is still proportional to what you did while you were there. If you were in multiple overflows, it will just compute your reward from each overflow and put them together in one mail.

3. Points per kill

Award 1 point per kill so that zerg v zerg is more encouraged instead of avoiding enemy zergs. This will also give more importance to having a few defenders since you can get kills on AC’s.

4. More rewards for defense

The dynamic event completion for a successful defense should be doubled. However, it shouldn’t be allowed for you to get a gold dynamic event completion just because you repaired something. You should have to at least kill an enemy (non-npc) to be elligble for this.

5. Map design fix

This would be done after the rest of the stuff. After you have a population fix and an incentive for winning, you can start to look at the scores of the matches to find out if the scores are balanced. If OG is still winning most of the time, do something to weaken their side. Anet should have the power to keep statistics on the scores from EoTM matches. They would just play around with each side a little bit in the end to get the win percentages of each side as close to 33% as possible.

Well that’s pretty much what I have. The #1-4 ideas would literally take no time to implement. I can’t say how long #5 would take but it’s possible that it may not even be needed. I dunno. What do you guys think?

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Posted by: pepper.6179

pepper.6179

so instead of fixing the regular competitive maps, you want to fix the alternate map designed for queues and increase rewards in a 3 hour matchup that does not benefit your anyone but yourself?

[SA]

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Posted by: Dayra.7405

Dayra.7405

so instead of fixing the regular competitive maps, you want to fix the alternate map designed for queues and increase rewards in a 3 hour matchup that does not benefit your anyone but yourself?

Which makes absolute Sense as WvW has two not fixable flaws compared to EotM

  • 24/7 matches that are mostly empty 20/7 instead of 4 hour matches that could be made competitive.
  • a fixed capacity (always 4 map and 27 servers) instead of a variable capacity (as many maps as needed at that point in time.

Therefore WvW cannot be made competitive, while EotM has at lest the potential to be made competitive.

Ceterum censeo SFR esse delendam!

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Posted by: Synosius.9876

Synosius.9876

A simpler solution would be… get off the up lvls so you can actually fight.

how to make EotM competitive and fun!

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Posted by: cafard.8953

cafard.8953

Easy.

Make EoTM replace EB for a week. For a week, EotM is a single instance point-scoring and server based. EB takes its place as the irrelevant multiserver overflow.

There. Fixed.

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Posted by: Tribio.8531

Tribio.8531

When will people learn that EotM threads don’t have any place in the WvW forums?
Pure PvE maps where you can on occasion roflstomp while K-training from one spot to the next? Gah..

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Posted by: Kanebrake.6192

Kanebrake.6192

You can’t make eotm competitive and fun. That’s not even a remote possibility. Its job is to be a ktrain and it does that job very well. Stop trying to make it into something it can’t be.

BG

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Posted by: Swamurabi.7890

Swamurabi.7890

1. You could argue that Anet has a problem balancing matches in all PvP modes.

2. Rewards in EotM are better then WvW, which is an incentive for players to play, especially if they are uplevelled. The only reward for me in WvW is playing WvW.

3. Also take out points per capture to reduce the “let them take it, we’ll flip it later” EotM attitude

4. Maybe add bonus PPK when you kill an enemy player on your territory, but offer better loot when you capture points not in your territory.

5. Several map flaws in EotM. FR keep could be made almost impossible to take. BL keep always vulnerable from scorps plus many ways into inner. OG keep is easy to defend even though OG oil on inner almost unusable. You have to be exposed to use it. Also OG has easier access to middle of the map. BL and FR tend to get funneled to the sides of the map or to each other. Bridges take too little supply to rebuild. Why does Perch NPC’s build cannons but not mortars and why do the other towers don’t even build cannons.

Supercannon is too much of an advantage for OG then it is for BL or FR. Sentry towers need timers and rework to not be able to be placed in unreachable areas. Altar bonus little used because of all the sentry towers on the maps Observatory too close to OG immunity. Upper part of OG keep rarely used. FR sentry near spawn rarely flips.

Airport offers nice item at the cost of waiting around doing nothing. Wurm tunnels nice, but FR rarely gets to use them. OG uses them as a way to bypass BL outer wall. Scorps overused. At least make BL keep walls/gates immune to scorp damage. BL sentry near spawn also rarely flipped.

Forge buff nice, but Kodan transform rarely used. Bell shouldn’t have mapwide indicator of where your zerg is. Shrine should have something too offset the fact that it’s often skipped because it’s too out of the way and if you are FR, capping Shrine steers you to Tytone Perch. Was there a bridge from FR keep to shrine taken out? There’s something from keep to shrine on minimap, maybe as a way to get out shrine gate from keep faster but was removed? Wish the movement penalty was instead a visibility penalty.

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Posted by: Radian.2478

Radian.2478

so instead of fixing the regular competitive maps, you want to fix the alternate map designed for queues and increase rewards in a 3 hour matchup that does not benefit your anyone but yourself?

Yes. The competitive matches need fixing but I honestly don’t know where to start. The changes I suggested for EotM would be very easy to implement. I don’t understand where the “does not benefit anyone but yourself” come in. EotM has to have an incentive for people to want to try to win. WvW doesn’t have reward incentives for trying to win but it does have server pride. EotM does not have server pride since it uses multiple servers and thus needs an actual reward for players or else people are going to just be avoiding enemy zergs going counter-clockwise for a karma train since that is what gives them the most rewards. The overall rewards for EotM can even be reduced overall by, say, 30%. It’s just that the reward needs to be proportional to how well you did and what place your side ended up as opposed to giving the reward to everyone regardless of how well their side did.

Guild Wars 1 had rewards for some of the PvP formats in the game. Some would just be progress towards a title. Some would give money and other currencies. No one considered those formats “PvE” because they had incentives for winning and were competitive.

(edited by Radian.2478)

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Posted by: Zetsumei.4975

Zetsumei.4975

I think the biggest problem with eotm from a roaming perspective is that the mobs (other than the single champion protecting an objective) are too strong and those dam automated cannons.. The cannons are a nice idea but they cover too much of a large area of the land meaning there is very little land space that you can roam and fight on undisturbed by the AI.

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