Showing Posts For Nickface.5984:

Your top 5 priorities for WvW-Overhaul

in WvW

Posted by: Nickface.5984

Nickface.5984

Just to throw my two cents in as a passing comment. I think you have a lot of good, interesting concepts in the Desert Borderlands, however I think there is way too much going on. The appeal of the Alpine maps is that there is a simple keep/tower/camp structure, without too many of the other elements getting in the way (the PvE stuff everyone seems to complain about). I would suggest taking what you’ve learned from the Desert Borderlands and break its various concepts into several other maps with wider spaces for fighting and a much simpler structure. This would allow for a frequent rotation to keep things fresh, but not so overly complicated that the fun gets zapped from each map.

Collaborative Development: World Population

in CDI

Posted by: Nickface.5984

Nickface.5984

As I write this, our server is getting roffle-stomped by one of the “Big 3.” A chief problem we’re running into is the fact that we’re not able to hold onto our points because once the RI cools down, the enemy zerg rolls up in there and takes it back with little to no effort. We’re being farmed, and that’s not fun. I’ve asked myself a few times now “Why am i even bothering with this?”

Here’s an idea for a solution that doesn’t even mess with the idea of transfers, or directly look to control the population itself. Depending on performance, adjust the amount of RI that your NPCs get. Let’s say 30 seconds for every interval of 10,000 points.

For example:

Sever A has 35,000 points, Server B has 25,000 points, and Server C has 15,000. Server a will have RI on its Lord for the usual 5 minutes. Server B captures that tower, and now it’s tower lord has RI for 5 minutes, 30 seconds. Server C comes in, and it’s afforded the bonuses that server B has, but also it’s own since it’s so far behind, and the RI on their tower lord is 6 minutes.

This would help slow down the blobs just running around and capping everything in site with little to no resistance, and also gives the lower presence/lower population servers a chance to get out a little easier. But at the same time, the shift isn’t so bad that the highest population server doesn’t have unrealistic chances to go cap, it just encourages them to defend a bit more.

Collaborative Development: World Population

in CDI

Posted by: Nickface.5984

Nickface.5984

Or, what if we prevented people from transferring to the higher population servers, but not all of them? Again, it runs the risk of being a burden on some number of folks, but it may be worth the cost.

Here’s a random thought, and it may sound a little excessive. If it’s the middle of a season, rather than limiting transfers at all, how about making it where if you transfer up to a “higher” server, you don’t get anything. No progress for achievements and no WxP. If someone is moving up to stack servers for points, it will eliminate the reward for doing so.

You could even go the other way with that. Let’s say you transfer “down” servers, you could get a boost (like, a percentage of MF, WxP, XP, Gold Find across the board—nothing huge, like 1% per every level dropped) that will give incentives for going down. If people go to the bottom, get rewards for the season and try to transfer up at the last second, they lose it all.

I’m not saying it’s a good idea, mind you. Just a random thought.