Showing Posts For Marko.4065:
I’m an old DAoC and WAR vet and here are my suggestions on how to make WvW more interesting and give it more depth, as well as give the guilds more purpose than what they have now.
1) Keeps (and towers and castles) should give the guild which claims them a steady tick of influence, with extra bonuses for successful defense.
2) Guild claiming should be done as a blind bid – in a time window interested guilds may pay an amount of influence for keep ownership (of course only the guilds which participated in taking it). The guild which pays most influence wins the keep. This would make guilds feel invested in holding keeps. I.E. if they don’t hold it for at least 4 hours, they paid more influence than they gained from it.
3) Keeps should have their own vendors where players can sell stuff and buy unique items. The guild holding the keep gets a percentage of all the transactions.
4) Obviously, give better and more interesting rewards for guild influence, but I hear that this is already in the works. Especially concentrate on stuff that improves keeps, gives them more utility for guilds, etc.
What do you think about this? I’ve purposefully made all the suggestions fairly easy to implement, without the need for creating any new graphical assets, just a little bit of programming. Imo, the sooner ANet implements something like this the better, because imo the game is at danger of sinking into “musical chairs”, as well as “join the winner” pit traps I’ve seen happen in WAR and am beginning to notice happen ih GW2 as well.
Cheers!
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I like the idea in general. Imo WvW should be the way servers decide who is “the best” and PvE could feature in some small way. It would definitely give a better sense of “realm pride” as well as a sense of purpose, something PvE is severely lacking at the moment.
HOWEVER, extra special care should be taken that there is no forced PvE-ing which sometimes did happen in WAR, with leaders sending players away to do PvE in order to help out the RvR effort. A WvW player should always be more useful towards winning in WvW than a PvE one. That being said, a server-wide cry “Let’s kill/conquer so-and-so to help our boys and for the glory of the Realm” wouldn’t be a bad thing at all…
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think all the content you would skip if you lvl 80 with pvping
Think of all the same DEs you’d have to grind out just because you want to play a decent alt, and not only for WvW.
This worked perfectly in WAR. After the initial joy of PvE-ing and seeing the sights my alts all tended to level through PvP. I would rather shoot myself in the head than have to do the same ole mob grind time after time… I leveled all my alts through PvP and when something interesting came up in PvE I would be able to use them.
Again, I don’t see what’s the fuss. PvP leveling worked perfectly in WAR, no glitches, no downsides, no problems or conflicts with PvE or “sense of achievement” whatsoever. Everybody loved it, no one hated it. I see this whole argument as pointless because the concept has already been proven to spectacular success.
In fact, I even left WoW initially because at the time WAR came out there was no leveling in WoW’s PvP battlegrounds. True story. I found it so punishing to be forced to PvE so I could PvP that I ditched the whole game because of this one thing. It’s not something that bothers you when the game is fresh, but after a time it becomes a huge annoyance. If ya all recall, WAR was the first who broke the ice and was so successful with the concept that even WoW’s (raid or die) developers were forced to introduce PvP leveling shortly afterward.
Jeez, just think about it. It makes much more sense that “experience” you get from PvP arenas transfers into WvW than that PvE “experience” somehow reflects your PvP prowess. If you say that PvP and PvE should be separate, than the present situation is your worst nightmare. People who level to 80 via PvE only and know jacksquat about PvP are maxed out in WvW the moment they set their foot there, while top players in competetive PvP, who should by all rights be WvW gods get absolutely nothing. It makes no sense whatsoever. The “sense of achievement” is all upside-down, reversed, illogical and therefore frustrating at the moment.
Again, jeez, with much head nodding…
player a) “I grind moas. That’s what I do. This entitles me to a max level character and top gear in WvW.”
player b) “I spend my time killing other players and capping points in a most intensive PvP environment. In WvW, this entitles me to a level 2 character and a rusty sword.”
Does anyone see anything wrong with this picture?!
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I absolutely agree with this proposal. There is no harm in it and viable PvP leveling kept me playing WAR for much much longer than I would have otherwise.
For all you dogmatic naysayers, I take it you have only one character you use in WvW. Now imagine the pain of leveling a WvW alt through WvW only (painful, slow and pointless really – you’re taking a valuable spot from a fully decked 80) or having to grind PvE so you can eventually PvP. Both are unacceptable, at least for me. Frankly I don’t see a point in insisting a game should be boring and frustrating to be “rewarding,” no point at all.
/shrug Give us sPvP xp, put an “/xp off” option for the masochists and that’s it. And while you’re at it, do something about WvW xp gains and specific rewards as well. The model you have now is reminiscent of early WAR days which didn’t end well for RvR after the initial novelty enthusiasm. Unless WvW leveling and reward model gets fixed (and it’s dismal at the moment, both in quantity and quality – the lower level you are the less xp you get which is absurd) you’re looking at a ghost town in a couple of months if not weeks.
(edited by Marko.4065)