Showing Posts For Felisen.8190:
You both bring up a couple of excellent points, thanks!
I think for this system to work, the idea would be: you attack a place to own it, but defend it to gain Pride. Meaning that slightly more of the points would need to come defending, rather than attacking. Now that doesn’t solve all the issues, but I think it helps to show what changes could be made.
:)
i find nothing wrong with the current system therefore i feel no need fo a “fix”
you lose you lose end of story nobody is sugar coating anything for you in this game and if they do and anet starts pandering to the crybabies, im out
This idea, at least to me, is not meant to make everyone feel like a ‘winner’, but is to address issues of server timing or population imbalances; something I think a majority of players would argue is a problem. Thanks for the feedback!
This will probably end up getting buried in the suggestions forum sadly.
My question is how does the system prevent ‘fixing’ such as trading for pride through deliberately prolonging an attack? Would I be right in assuming pride is not obtained for attacking unless it was a success? Or is it; Defence gets more pride for success/Attack gets less for failure and vice versa?
Hmmm, let me try to answer that, good question btw!
My idea would be that the defense gets pride the longer they spend, the more attackers there are, more supply they use, and the more siege they destroy; but would lose x% of it if they fail to defend (maybe even lose 0.25x% if an outer gate falls. On the other side, attackers would not get pride unless they capture the point. Thinking about it more though, it would be interesting to give small amounts of pride to attackers for destroying siege, maybe guards, and definitely a wall or outer gate. Just some thoughts…
Idea:
Replace the current points system with a new system, lets call it ‘Pride’ for now, that will improve WvW match quality and competitiveness. Instead of earning points over time based on what is held, servers could earn ‘Pride’ based on their actions done in the maps and provide server incentives to play content outside of WvW. It will no longer be about how big your zerg is, but how well you FIGHT with it!
Details:
- Pride is a numeric value that would primarily increase, but could decrease. The server with the most Pride wins (sounds cheesy, better name?)!
- You earn Pride when successfully defending or attacking a Keep, Tower, or Supply Camp.
- The amount earned is increased based on the fight (time, numbers, resources used). The harder it is to capture a point, the more Pride your server would earn.
- Pride is earned while actively defending a point of interest, but a portion is lost if the point is lost within the fighting period.
- The proportion of the map held does not increase Pride at all, but does provide the current WvW server bonuses (currently based on points accumulation). Your amount of bonuses can change at any time.
Examples:
Prime time:
- Defense takes on an important role, since defending actually earns Pride, a large amount if successful.
- Servers are rewarded greatly for winning large battles, over coming the defense and hurting their Pride along with it.
- Still great to ninja points (little defense given), you can then hold them and earn Pride through defense.
Off hours for some (or high vs low pop):
- Steam rolling through maps earns Pride, but minimal amounts if there is no fighting happening. [High Pop]
- Still earn Pride through defending what few points of interest you have (not insignificant). [Low Pop]
- If you control a large portion of the map, you gain bonuses for outside of WvW (crafting, DE, dungeons, etc.), giving people an incentive to play outside of WvW should they choose. [High Pop]
Off hours for all:
- With increasing Pride for large battles, it provides an incentive to concentrate people together (map wouldn’t feel as empty).
- Earn small amounts of Pride for completing PvE and JP events.
To the Community:
- Please give me your comments and suggestions.
- Lets have an interesting conversation about this idea.
- By no means do I think this idea is perfect.
- Put a smile on!
Community Feedback (will be edited):
Pros:
- Prevents night capping abuse.
Cons:
- Could be abused?
- Still a scoring system.
- No need for a change.
Changes:
- More points from defending than attacking?
To ArenaNet: The community would love to hear from you about all of our thoughts produced in this forum (WvW) so far!
Credit: Inspired by the numerous posts in this forum and from my guild, PTX.
This is a WIP. Thanks everyone!
(edited by Felisen.8190)
Idea: “Down, but not out!” Buff
Condition to activate:
-When x% of the map (globally) is controlled by current points leader.
-Points leader has x amount or x% lead on both teams.
Bonuses from Buff:
-Carry 100% more supply.
-Applied Swiftness lasts 3 times longer when out of combat.
-Plus: Bonuses from Out Manned Buff.
Reasoning:
-Help when server is over run during off times.
-Help with being spawn camped.
-Not a fix to current issues, just a buff to help out.
Thoughts?
- Do you like or dislike the idea of this buff?
- What values or changes would you suggest?
Thanks
Priory – http://i.minus.com/jZzDk2M6iPc5G.jpg
Whispers – http://i.minus.com/jZ2GBmGbBbPj2.jpg
Vigil – http://i.minus.com/jbegP8MQReU87K.jpg
Thanks!
Anyone have a link to what the three different order’s armor sets look like?