(edited by vaalix.4913)
wvw rewards..
Loot tables in WvW are just horrific, one should not play wvw for the loots to avoid deceptions. And yea honor badges are quite useless, i only spent them on supply/stealth traps.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
Loot tables in WvW are just horrific, one should not play wvw for the loots to avoid deceptions. And yea honor badges are quite useless, i only spent them on supply/stealth traps.
loot tables in wvw are for that special nostalgia feeling when you want to remember how the game looked like when released 2 years ago.
I do not agree that the rewards in WvW are poor overall.
If you are a new player, you will get very consistent rewards through laurels, karma and badges to build up your WvW gear (and also PvE, why not)
If you are a ‘veteran’ player:
1- You play WvW for the fun that entails, not for loot. Loot is a simple bonus.
2- You do not play WvW and rather focus on PvE which is more rewarding, loot-wise.
Desolation
I do not agree that the rewards in WvW are poor overall.
2- You do not play WvW and rather focus on PvE which is more rewarding, loot-wise.
The fact that WvWers have to PvE to get decent rewards goes to show how lousy the rewards in WvW are. It is the least rewarding game mode, even compared to PvP. While it’s true most of us don’t WvW for the loot, excluding bags of course, it doesn’t excuse how poorly our time is rewarded relative to the other modes.
I can see a major issue that devs have to deal with. I can go in for several hours looting 5g+ an hour in WvW. Then I can go in and play for several hours straight and actually lose gold. Loot in WvW is designed to reward selfish players and it is very inconsistent to a point where it is not rewarding at all.
The fact that WvWers have to PvE to get decent rewards goes to show how lousy the rewards in WvW are. It is the least rewarding game mode, even compared to PvP. While it’s true most of us don’t WvW for the loot, excluding bags of course, it doesn’t excuse how poorly our time is rewarded relative to the other modes.
I get decent loot when I go on the offense with our attacking force. I lose gold in WvW when I play defensively. It would be nice to get rewards for things like upgrades you’ve started completing (a sort of rebate for at least some of the gold spent starting the upgrade), siege weapons you’ve thrown the blueprints for being used to kill an attacker, improved rewards for successfully defending against an attack that throws orange swords or where the (tower, keep, or castle) lord has been downed, and escorting dolyaks, of course (which could be measured by spending a least a quarter of the transit time near the dolyak, by defeating creatures or other players near the dolyak or that have attacked it, or healing or speed boosting the dolyak). On the flip side, maybe attackers should get better rewards if they successfully complete an attack where their opponents threw orange swords or where the lord was revived or bannered at least once during the battle.
I think that defense rewards need some love. As pointed out above, rewards for karma training is undeniably awesome, and you do get plenty of bags in zerg vs zerg fights. But there’s absolutely no incentive at all to bother protecting your territory.
We need something like the ground reward chests in EotM for defending, with perhaps increasing tiers of rewards the longer you have control of the structure. (And likewise, to incentivize attackers, the better the tier of structure you capture, and the longer the enemy has held it, the better your rewards when you finally do capture it.)
We need something like the ground reward chests in EotM for defending, with perhaps increasing tiers of rewards the longer you have control of the structure. (And likewise, to incentivize attackers, the better the tier of structure you capture, and the longer the enemy has held it, the better your rewards when you finally do capture it.)
One of the things that I think would greatly improve WvW play in terms of challenge would be to give much better rewards for fighting other players than NPCs and a door, and for attacking the first and second-place servers rather than the third-pace server. The karma train on EotM illustrates that the game’s current incentives reward flipping sites with as little resistance as possible. I find myself wondering if there might be a market for WvW objectives and equipment (siege weapons) on a PvE map so that the players can run a site-flipping train against NPCs without any danger of running into an ornery human opponent that fights back.