Showing Posts For Iluya.9812:

Salvage-o-matic QoL idea

in Guild Wars 2: Heart of Thorns

Posted by: Iluya.9812

Iluya.9812

Came here to suggest exactly that +1

To completely avoid that issue they could also implement a change to the invis bag theme: Add a generic “lock item” in the right click menu of every item (there should be something like this already in place for “destroy”). Items flagged that way dont appear in vendors.
Additional reasoning: Invis bags are too clunky – you dont always need 20 slots and the bag fills with vendorstuff/mats/etc.

Simple fix to stop zerging

in WvW

Posted by: Iluya.9812

Iluya.9812

Still best way to stop zerging is to only reward a few for objectives, not the whole zerg.
Example tower(and guards/door) is max 15 people get rewards. Keeps max 30. Camps max 10. Killing a person is 1 random player that did damage to him/her, except when someone did more then 50% damage to the person.
Being in a +80 man zerg will mean you only get rewards about once every hour or less from objectives. Fights just AOE tagging stuff will don’t give you as much rewards as it used to be.

That is not even close to a good idea.. It just kills WvW instantly. Every supporting character gets no reward at all and egoism gets an even more central role (see dolyaks atm). There has to be some incentive for playing supportive!

As i already meantioned in the develop thread: A possible solution is to force ppl to be in objectives.. Some static+a procentual amount of players have to be within a near radius of the keep/tower to get points for it in the tick. (i.e. 5 ppl + 10% of actual WvW people; I think taking tick-points off the supply camps is also needed. They have their reward through supporting the team, not by points) this way every 5 minutes ppl have to spread to get their points! I think it is also a possible solution to those high/low pop matchups, as more ppl of high servers are bound.
There should be also some kind of defensive reward… some little events like cheer the workers or something…

(edited by Iluya.9812)

Collaborative Development: World Population

in CDI

Posted by: Iluya.9812

Iluya.9812

How to make zergs more difficult

It feels like the main problem is caused by the abilities a zerg gets with its numbers (fast objectives cap) and that it is the best way to get rewards (loot). Staying within a tower to defend it and build it up gives you low to nothing as a reward. Also the problem is, that the scoring only relies on how many objectives you have claimed at a given time, which also includes that servers with a decent night/morning coverage will gain massive point-advantages, even when they lose to their skill at day.

To adress this i have thought of a game design change: Make defending more rewarding and change the scoring system.

- You get the points for a tick only if you have manned an objective. -> Here is also an option to balace out population-issues: You have to have 5% (random chosen) within a keep to get their points in a tick. The number needed is calculated every other tick, so ppl know how many ppl have to be in.
- Encourage ppl to defend. -> Make it more rewarding staying in a claimed object: Some little events like “Encourage the workers, by bringing them food/beer”, “Examine the Condition of the Wall” – Maybe with a follow up event now and then that requires you to repair the wall with ressources. Each event gives you a little loot bag. Nothing special, but better than just waisting your time as a scout with nothing to do.
-> This binds natually a given number of players in objects and reduces the maximal Zerg size. It also thins out score gains during the night, when you implement an absolute minimum of players to get the score-points. (Like at least 5ppl for a keep; or 5% of WvW pop else). To gain all Points on a map you need 100%/80% of you own pop to tick. -> So there is none or low population to zerg around then and it gets difficult to hold the whole map and get an insane amount of points at any time.

PS.: The values are not meant to be absolute, just a placeholder so you get the idea. This also is balancing, which requires deeper knowledge of actual server populations, which the community can only guess

I also like the idea posted somewhere above (page 2 it was i think), that if you keep the league system you might want to make a season registering phase, where you registering for a server you fight for (extra wvw servers) and maybe control the population flow by making them to be evenly populated or by a registration fee (golsink/gemsink for gods (uhm financial managers) sake) I dont think it is a big problem, when you make a little fee like 1-5g for 8 weeks WvW, spreaded by registration amount on a specific of those servers… This gives guilds the possibility to get to the same server. Maybe do language specific servers in the EU. This might get a problem else

(edited by Iluya.9812)