Suggestion From Solo and Small Group

Suggestion From Solo and Small Group

in WvW

Posted by: Boulderbolg.3460

Boulderbolg.3460

Q:

Every small group player I have talked to has one request that would make WvW amazing; split WXP between attackers. It doesn’t have to be a straight forward split, but giving one player who kills one enemy player 70 WXP, and giving 50 people a total of 3500 WXP for killing the the same enemy player does not make sense. Will Anet be looking into this?

GL for Team Riot [RIOT] on Blackgate NA – Small Group WvW Focused
http://teamriot.org/riot-media/videos/http://www.twitch.tv/teamriottv

Suggestion From Solo and Small Group

in WvW

Posted by: Dawdler.8521

Dawdler.8521

What would it change? Zergs get less WXP? That sure never stopped them from zerging before WXP even existed.

But of course, it wouldnt hurt.

Suggestion From Solo and Small Group

in WvW

Posted by: Boulderbolg.3460

Boulderbolg.3460

Zergs will always exist. I don’t have any problem with that at all. I just want a few more small groups to fight against, that’s all.

GL for Team Riot [RIOT] on Blackgate NA – Small Group WvW Focused
http://teamriot.org/riot-media/videos/http://www.twitch.tv/teamriottv

Suggestion From Solo and Small Group

in WvW

Posted by: Reslinal.2359

Reslinal.2359

Something like this would be good. Before the loot bag drop rate change, you used to be able to get more loot bags when you roam in small groups. Though the loot bag drop rate change is a good thing, I would like ANET to add something similar to the old system to the WEXP system.

Blackgate Engineer

Suggestion From Solo and Small Group

in WvW

Posted by: Otokomae.9356

Otokomae.9356

Yeah, this is not necessarily about making zergs suddenly vanish, it’s more about people being rewarded for the work they put in. When an entire zerg steamrolls 3 people, everybody in the zerg gets full wxp rewards without putting in any real work (only playing the “mini-game” of tag-before-they-die) and without ever experiencing any sort of danger. The same goes for a 40-man zerg rushing an empty Supply Camp; you can literally afk during the entire fight with no worries, then hop in the circle at the last moment to get the full wxp reward.

Bakuon/Bakuon Thief [MAS]/ ex-[ATac]

(edited by Otokomae.9356)

Suggestion From Solo and Small Group

in WvW

Posted by: Irony.5203

Irony.5203

It truly is a bit ridiculous. If they gave decent WXP for camps and other small objective, and they scaled that with number of tags it would go a long way to splitting groups.

Irony Torzung – [US] Blackgate
Blackgatewvw.com – Website Administrator
1st Generation War Council Leader

Suggestion From Solo and Small Group

in WvW

Posted by: Yashi.8703

Yashi.8703

+1. I’d like to see a system that rewards WXP based on the odds of the fight on each side. If a group of 20 takes out a group of 5, they should still get WXP, but it should be scaled down based on the odds that were already in their favor.

Conversely, if a group of 5 takes out a group of 20, there should be much greater reward for the outnumbered victory. A 5v5 victory should reward equal / on-par WXP as it does now.

There needs to be incentive for small groups to actually exist. A system that rewards small groups for accomplishing feats would go a long way. As it stands now, a small strike force may take down a 20-man zerg and receive no more reward than if they picked each enemy off 1 by 1, and yet their effort (teamwork, skill level, positioning) was most certainly put to the test. The zerg rolling over a group of 5 receives the exact same reward with minimal risk. With the current system, zerging clearly becomes the method of choice.

I don’t think the WXP scaling should be drastic, but it most certainly should exist in some form. A zerg of enemies inevitably is going to kill more and take more objectives in the same timeframe as a group of 5. More kills accomplished but less WXP per kill should mostly even out with a small group that accomplishes less actual kills / tasks but did so in a setting where their individual and team effort was much greater.

I recognize this can be spun to go against ArenaNet’s philosophy of a fully collaborative game (ex: PvE mob kills / events currently reward the exact same to every party involved). However, it should be recognized that PvE events can and do get scaled up as more players join in, theoretically keeping each player’s required effort and engagement up. WvW does not allow for that – in 5v20, the 5 players are not scaled up (nor should they be) and the zerg can steamroll. The 5 should, if they manage to be victorious, receive greater reward for this; the 20 winning instead should receive some reward but not the same flat amount.

Edit: I should note that I definitely appreciate WXP being added and love having progression in WvW. This is merely a suggestion that would go a long way in making the system more meaningful while helping to thin the massive zergs and add more risk to reward incentive.

Yishis [RIOT] – teamriot.org – Blackgate
Thief / Engineer / Ranger
1vX Videos: http://www.youtube.com/playlist?list=PLE50VtH1YHTOygGC9_umIOED3kKgsXfeW

(edited by Yashi.8703)

Suggestion From Solo and Small Group

in WvW

Posted by: Impmon.3056

Impmon.3056

I think what needs to be encouraged are methods of breaking up the zergs. Currently the wvw system greatly benefits running in massive zergs.

1. Keeps aren’t strong enough. The massive zergs can take down fully upgraded keeps within minutes. By the time you hear of the attack its already too late. They need to be beefed up considerably, doors/walls/npc guards. The ease at which a large zerg can stroll through and take everything easily contributes to said zerg forming.

2. Siege weaponry needs to hit harder. You shouldn’t be walking away from a ballista/trebuchet/catapult hit. They should make large zergs extremely wary & not trivial. Large zerg rolls up to keep and gets hit with ballista… boom 10 people insta dead.

3. Remove the cap on AOE

4. If no defenders are present the npc guards should take control of whatever seige gear is currently available not stand there useless as most npc guards currently are absolutely useless.

5. Lastly, if people want small group pvp go join spvp. This isn’t daoc. We don’t need elitist 8 man’s in WVW.

Suggestion From Solo and Small Group

in WvW

Posted by: Krakah.3582

Krakah.3582

Friendly fire, the ultimate zerg killer, and trolls can troll themselves. It’s a win for everyone. =)

-KNT- BG

Suggestion From Solo and Small Group

in WvW

Posted by: Ruprect.7260

Ruprect.7260

I think what needs to be encouraged are methods of breaking up the zergs. Currently the wvw system greatly benefits running in massive zergs.

1. Keeps aren’t strong enough. The massive zergs can take down fully upgraded keeps within minutes. By the time you hear of the attack its already too late. They need to be beefed up considerably, doors/walls/npc guards. The ease at which a large zerg can stroll through and take everything easily contributes to said zerg forming.

2. Siege weaponry needs to hit harder. You shouldn’t be walking away from a ballista/trebuchet/catapult hit. They should make large zergs extremely wary & not trivial. Large zerg rolls up to keep and gets hit with ballista… boom 10 people insta dead.

3. Remove the cap on AOE

4. If no defenders are present the npc guards should take control of whatever seige gear is currently available not stand there useless as most npc guards currently are absolutely useless.

5. Lastly, if people want small group pvp go join spvp. This isn’t daoc. We don’t need elitist 8 man’s in WVW.

What you are suggesting would make it near impossible to take any keep or tower in my tier.

Most Keeps/towers are defended or have a scout there to watch. Rarely cakittenerg get through outer and inner gates before defenders show up to stop them.

Some of you people need to realize that your tier is not the only one in the game. Some of us are very organized and are able to respond in order to defend. Some of the suggestion you come up with would make it impossible for the organized tiers to be able to take any keeps/towers after reset night when everything has been fully upgraded.

Ruprect – [DIS] Dissentient
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast

Suggestion From Solo and Small Group

in WvW

Posted by: Darek.1836

Darek.1836

I think what needs to be encouraged are methods of breaking up the zergs. Currently the wvw system greatly benefits running in massive zergs.

1. Keeps aren’t strong enough. The massive zergs can take down fully upgraded keeps within minutes. By the time you hear of the attack its already too late. They need to be beefed up considerably, doors/walls/npc guards. The ease at which a large zerg can stroll through and take everything easily contributes to said zerg forming.

2. Siege weaponry needs to hit harder. You shouldn’t be walking away from a ballista/trebuchet/catapult hit. They should make large zergs extremely wary & not trivial. Large zerg rolls up to keep and gets hit with ballista… boom 10 people insta dead.

3. Remove the cap on AOE

4. If no defenders are present the npc guards should take control of whatever seige gear is currently available not stand there useless as most npc guards currently are absolutely useless.

5. Lastly, if people want small group pvp go join spvp. This isn’t daoc. We don’t need elitist 8 man’s in WVW.

What you are suggesting would make it near impossible to take any keep or tower in my tier.

Most Keeps/towers are defended or have a scout there to watch. Rarely cakittenerg get through outer and inner gates before defenders show up to stop them.

Some of you people need to realize that your tier is not the only one in the game. Some of us are very organized and are able to respond in order to defend. Some of the suggestion you come up with would make it impossible for the organized tiers to be able to take any keeps/towers after reset night when everything has been fully upgraded.

some of us have enough people to respond quickly*

Holy
Sharks With Lazers [PEW]