some thoughts on how to improve the game

some thoughts on how to improve the game

in WvW

Posted by: Fatall.4189

Fatall.4189

Guildwars2 is a great game, a definite bargain for what you pay. However there’s no denying that 95% of what you get is PVE content and now with the new “a pve event every two weeks” that doesn’t look like it’s going to be tipped towards a more PVP centered game anytime soon.

That’s a real shame, as Guildwars1 really had the right balance between both PvP and PvE and the Devs have talked about turning Guildwars2 into an E-Sport on numerous occasions. However the way I see it, there are three problems with this.

1) The majority of hardcore sPvP players have already given up on the game or moved to WvW for a variety of reasons.

2) The majority of active PvP players are invested in WvW and not sPvP.

3) It’s extremely easy to make WvW self sufficent without having to constantly create new content like they do for PvE (aside from balancing). Yet the devs aren’t willing to do it.

HOW I HEAR YOU CRY?

Well, incentives/stakes/dynamics.

What do I mean by incentive? There has to be some light at the end of the tunnel in order for people to feel willing to go down it, right now WvW achievement points are lacking especially when compared to PvE for time spent earning them. As are experience points and even the ability to buy cool skins (make badges harder to get and allow us to buy ascended with just badges or even offer different types of WvW armor- current one would be tier1 offer a tier2 and 3/4/5 (same stats just cooler/rarer skins).

All it would take is to edit a few numbers and voila! suddenly people are being equally rewarded for playing no matter if they decide to play pve or pvp.

What do I mean by stake?

There has to be something to lose, as much as something to gain. That’s why games that punish players extensively are often addicting as players aren’t simply playing for points but also for the sheer satisfaction of not diying or even getting a kill worthwhile. (In this game it doesn’t matter if you die, due to cheap repair prices being the only penalty)

Furthermore, since we’re talking about stake GIVE US STAKING (dueling). Allow us to challenge other players or even parties to duels and bet our gold on who wins.

Guild vs Guild ? WHY IS THERE NOT a guild vs guild platform yet for large organised fights, WITH rewards. + p.s what happened to Guild Halls/Why can guild leaders not see the activity of people in their guilds. This is guildwars.

As for dynamics, really? You guys are complaining about the matchups? HOW ABOUT THE FRICKEN MAP? Can we not simply have 4 days on one map, 3 days on another. Or even better 4 days on current game mode in WvW, other 3 on a different say gamemode.

meh, rant over give me all you got

[KISS] Coughing Clock ~ Level 80 Thief ~ SOR

some thoughts on how to improve the game

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Posted by: Fatall.4189

Fatall.4189

any thoughts guys, ik it’s a long read.

[KISS] Coughing Clock ~ Level 80 Thief ~ SOR

some thoughts on how to improve the game

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Posted by: Zikory.6871

Zikory.6871

Tbh I didn’t really read your post but you did say something about a new map. Personally I think they need to make one in place of the BL’s. Then set up a random rotation of these maps. BUT the big thing would be correctly making the map and not rush thing so when its released it works and doesn’t add issues. As we know it would probably take a long time to make this map so this would just be up to anet being vocal on the progress and say more then “we have something in the works”

[KnT] – Knight Gaming – Blackgate
Zikory – Retired Thief
Zikkro – Zergling Necromancer

some thoughts on how to improve the game

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Posted by: Fatall.4189

Fatall.4189

Tbh anything at this stage -.- pvp in this game has been in decline since release.

[KISS] Coughing Clock ~ Level 80 Thief ~ SOR

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Posted by: yesfourme.8906

yesfourme.8906

I just discovered WvW and started to play for the past week. And I think it has potential like everyone else. However this has too many flaws.

1. Lag. I just got hit by several 1min lag due to zerg rush. This can be fixed by
- make the map flexible in size based on the number of players.
- reducing the number of people per server

2. In case of the unbalance, here are the solutions I can think of:
for server with less people:
- give each player 150% dmg extra
- extra wvw accomplishment bonus
for server with too many people:
- eat and drinking is not allowed
- the number of players (on that server) who can join is temporally limited further
- give the option to guest on other servers to balance thing out with bonus intensives

3. Commander. What is the point of purchasing the commander option? It seems to me that the goal is make you spend 100g to have an icon on the map so mindless players know where to follow. I would buy it if I could find out info without having to turn on the commander icon:
- how much friendly people minus enemies are around me (4000 radius)
- how many supplies are taken and around me (4000 radius)
- update on buildings being attacked
- info about the near by damaged building

4. Stonemist Castle is too hard to take over. TC got a hold of Stonemist Castle the entire time. Dragonbrand could not do anything. We tried zerg rush and all, but TC has at least twice a bigger zerg all the time.

5. reduce the requirements to complete the accomplishments for wvw

6. Add a rank emote

7. allow to talk to the enemy using emotes.

8. But most important: DO SOMETHING!! Everyone I know is leaving for other games.

just my 2 cents

(edited by yesfourme.8906)

some thoughts on how to improve the game

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Posted by: Grimwolf.7163

Grimwolf.7163

The right kind of siege could be used to circumvent the mindless zerg v. zerg strategy forced on us right now. For example, the ability to build a ladder that small groups could use to bypass a keep wall would add great tactical options by allowing you to just sneak up behind a mindless zerg standing at the gate. Even the possibility of an enemy using that would force you to split up to cover various areas.
Low supply to make, but limited in how frequently it can take people over and can be destroyed by just one or two people in reasonable time without siege.

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Posted by: Vena.8436

Vena.8436

For example, the ability to build a ladder that small groups could use to bypass a keep wall would add great tactical options by allowing you to just sneak up behind a mindless zerg standing at the gate.

No, that would just make defending anything impossible when chained-stealth teams of mesmers and thieves jollily skip their way into every thing you own and teleport in an army, or just take it outright. It won’t even be PvDoor anymore just PvAir.

Vena/Var – Guardian/Thief
[Eon] – Blackgate

some thoughts on how to improve the game

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Posted by: Junkpile.7439

Junkpile.7439

What a kitten i write here

Low quality trolling since launch
Seafarer’s Rest EotM grinch

(edited by Junkpile.7439)