Showing Posts For rhayan.9580:
im curious rhayan, why gold in your proposal?
and also what is your basis on the current WvW problems that lets you come up with this idea
Lack of Players
Loosing Competitive Gameplay ( Lack of organize groups running, Enemy/Allies)
Lack of Servers/Communities
At this point, the only way I can think of to get tons of “New Players” on WvW is to have better rewards. I am trying to get PVE guilds/Players to be more involve on WvW.
I think its important to encourage people to be organize and use proper builds when they come to WvW. so giving more “rewards” for competitive players is also important
Also, there is no more variety on every match up, I prefer having 8 tiers or more, so we can have new guild/players to fight every week.
Except that doesn’t encourage more skilled groups; it encourages more blobing and less spreading out of people(havoc squads/roaming). Then you get to the point where the whole map is in one spot due to skill hit cap limit. It then becomes a safety in numbers game and you end up with the same situation everyone moving to one server.
Perhaps having Area bonus / Squad Size would help?
Currently we have
5 – party
50 – squad
maybe add 15 and 25 squad size would help
Smaller squad fighting larger squad would give larger Area Bonus (rewards)
Um, at least I have not seen this suggested before. Props for making an original suggestion.
But no.
What if all guilds choose to bandwagon rather than pay up for a new alliance? No WvW?
How welcome would those bandwagoners be to my guild’s alliance? I’d insist on some migration control. Which would lead to elitism and exclusion.
Maybe allow Guild that started the alliance to allow free transfer, or close for invitation only?, this “additional” settings would only work for first 3 months. Also their should be a mechanism that would guarantee that their is one alliance available for free transfer before deactivating a “dead” server, so setting option to “Allow Free Transfer” would be open for 1 month at least.
For bandwagon on later stage, i dont think their can be any fix, giving control to 1 guild might have negative effect later on, so the best i can think of for now is having “loyalty bonus” depending on how long you stay on your alliance.
For upkeep concerns, im thinking of setting rewards to allow player to get 10-15g per hour / half of what pve gets, so 1k-2k is nothing, it would only help preventing having too many “alliance/dead server”
For skilled groups, hunting “pug blob” should be awarded better.
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At the second point my initial impression was “well this the worst suggestion I have ever seen”.
After reading the rest I would like to update that to “well this is by far the worst suggestion I have ever seen that even make dikus rants seen sensible (not really)”.
You can get 20-30g per hour on pve, 1k gold is like 50 hrs farming… If you have 50 people in an alliance, thats like 1hr farming for each player… If a server cant pay that small amount, then it’s a dead server…
If ANET increase gold comming from WvW, then there should be a way to drain it, or else the game economy would be bloated.
You seem to implying that seige and guild hall/scribing costs do not exist in WvW as a huge drain , which make me question whether you play WvW.
Also what your idea basicly says is rich people get to play and winners have no taxes. People that dont farm gold or – heaven forbid – loose a matchup are not allowed to play.
Im saying dead servers should not exist, and an alliance should have several guilds, not one small guild.
Im also pointing out that there is need to increase rewards to entice more people to play wvw, and the upkeep would only try help keeping gold from losing its value.
At the second point my initial impression was “well this the worst suggestion I have ever seen”.
After reading the rest I would like to update that to “well this is by far the worst suggestion I have ever seen that even make dikus rants seen sensible (not really)”.
You can get 20-30g per hour on pve, 1k gold is like 50 hrs farming… If you have 50 people in an alliance, thats like 1hr farming for each player… If a server cant pay that small amount, then it’s a dead server…
If ANET increase gold comming from WvW, then there should be a way to drain it, or else the game economy gets bloated.
1 guild can already have 500 members, 1k-2k is a small amount if the whole server participates
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I don’t like EOTM, its pure karma train
What makes WvW better is that it involves building server community. It has objectives, to make your server #1…
-added “Bulk of reward should go to Player Kill” to encourage more skill group, and lessen karma train mentality.
For this to work WvW rewards should be drastically increase.
-Each Server would be turned into an Alliance.
-Every month, an alliance is required to pay 1k-2k gold upkeep. (Depend on tier)
-Winning Server would be exempted from paying Upkeep. (3 wins in a month)
-Server unable to pay upkeep would be deactivated.
-Players from deactivated servers would get free transfer to lower tiers.
-Guild can start new Alliance by paying 5k gold.
-Deactivated alliance can be reactivated by paying 2.5k gold
-A new tier will be created once there are 3 new pending alliance
-An Alliance wont get deactivated if there are no pending alliance to replace them.
-Loyalty buff would be given to players, bonuses would depend on how long they remain on the server.
-Winning alliance would go up, losing would go down. Or Winning alliance would get (+ 100) temp glicko (+ 200 for 2 straight win, loosing will get (-100)
Edit:
-Bulk of reward should go to Player Kill / Competitive gameplay
-Alliance inactive for 6 months would be deleted
-tier gets deleted if 3 alliance is unable to pay upkeep
-Upkeep scaling, alliance with higher population would need to pay more, to help keep the economy stable, due to higher rewards
Using this approach, only server with existing community would remain, this approach would also help people keep their “identity” as long as they are willing to pay, this also prevent servers for pushing for 2nd place, and instead servers would focus on the winning server, helping create more balance matchup. Upkeep is needed to prevent WvW on inflating the economy due to better rewards
Better rewards are needed to encourage more people to participate on WvW, and adding loyalty bonus would “help” prevent players from constantly hoping servers. (Perhaps + 100 magic find after 3 months / 200 – 6 months, 300 in 1 year? Etc..
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Adding rewards should be attach with competetive gameplay. Nowadays very few people willing to cooperate or even gear up propperly in WvW (t4)…
mmm free bags
t4 has higher kills than t1 because guild groups are contantly farming pugs….
T4 pugs nowadays are a meh… In 40 people on squad only 5-9 are focus….
I have pugmanded for a long time… A year ago. when i pugmand 50-75% are focus / following tag. But now only 10-15%…. WvW have become too casual, competetive people are gone…
They probably could just take out the easy dailies to do, like ruins cap or kill a veteran.
They can leave the harder ones like a keep capture in.
I prefer to completely remove daily so that pve players wont have to go to wvw and spam on chat about taking a keep.
As for population issue, i think all tiers somewhat have the same numbers. If we base it on player kills, t4 has 61k / t1 and t3 have 57k / t2 has 54k. Its just that t1 servers are far more organize than t4, so matching a t1 server against t4 is a bad idea
PVE ab meta gives 20-30g per hour some say they can get even higher, so I prefer 15 silver per player kill or loot similar amount, so that i can get 15g if i can kill 100 players per hour. To prevent rally bots I also want 3silver loss per death, so that players will cooperate and gear up.
Also outman buff remove silver loss on death.
Area encounter buff for 2v1 ratio fights. +5 silver per kill, no silver loss on death.
ANET cant fix Casual’s etc. Not their fault if BG players stays longer on WvW
Well they could base their ‘population’ counts more on activity rather than just a head count. If serverA has 1000 people but most of them log in to do their dailies then log out. Then serverB has 700 players but most spend 2-3hours a night in WvW capturing and killing, then there’s no doubt that serverB would likely be more successful than serverA.
Perhaps calculating active population based on worldXP or participation points given out would be better than just having an ‘do they wvw sometimes’ headcount?
I can’t ageee with this, i know there are still plenty of people who play long hours to help their server win, doing this will waste their effort and instead will only bring negative effect when they take a break.
I think what ANET needs to do is remove dailies on WvW to prevent players comming just for dailies. They should increase rewards on defending/capturing objectives. But the bulk of rewards should go to player kills, to encourage people to be competetive instead of going to WvW not properly geared and lack of focus.
Adding rewards should be attach with competetive gameplay. Nowadays very few people willing to cooperate or even gear up propperly in WvW (t4)…
ANET cant fix Casual’s etc. Not their fault if BG players stays longer on WvW
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Zero… HoD had imploded so many times, upto now i still see the same scouts working hard refreshing seige etc.. same commanders tagging up helping the server etc.. Its been fun working with them, so i can’t see myself leaving the server or going against them.
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1 and 2 will probably caused damage to host server, so ill go with 3rd option.
I think guest servers would always strive to get their home server back, so i think world linking should change. Maybe going back to 8 tiers would be better, and instead allow t1 players to participate on t8 link, and for t8 players to participate on their t1 link.
Maybe this would solve map queues, and allow players to roam on less blobby map/server
So solo capping towers or keeps should guarantee exotic with a high chance for ascended drops. Each additional player that helps should lower that chance by about 10% until you hit the current drop rate (should never be 0% chance).
Some people would go “kitten OFF, I want my rewards”.
Yes, it would against Anet’s philosphy that you should never be unhappy to see other players around.
Not to mention people who play at off hours where there are no defenders and you can easily solo towers get rewarded more.
Catering to care bears is a big part of what has ruined WvW. They seem to think dumbing down the combat and making things passive/easier will draw in the casual players, but the casuals only show up when there are commanders or dedicated players to lead the way. They need to encourage players to not rely on having the biggest blob to get things done.
As far as off hours capping is concerned, those players are already more rewarded. This idea at least encourages them to split up instead of running in 1 k-train blob, which gives the defenders a fighting chance since they are running up against 2 or 3 people instead of 20-30.
Nowadays PVE players are on WvW to “slack off” not to ktrain. They can easily get 20-30g per hour on pve. I’m currently on a PVX guild and its very common for me to read that they slack off too much cause they are on WvW instead of farming gold.
I think WvW needs competitive gold farming methods, the method you mentioned would be too toxic. Maybe having a squad size setting would help. medium size squad (25) normal squad (50), small (10). Smaller squad beating larger should be rewarded more. Skirmish reward should be per server not winner(prevent bandwagon), top squads (per size) or guilds with most kill etc..
Also i think it would help a lot if they remove the huge amount of gold needed to start/upgrade guilds, playing WvW should be enough to upgrade WvW dedicated guilds.
Maybe have another poll?
Let each server determine their own fate if they want to stay link or not?
The only way ANET would end server link is for more players to play wvw.
To do that they need to drastically increase the rewards on WvW so that those PVE kittens would be entice to play WvW. They also need to give bulk of the rewards to Competitive Players in order to encourage players to Gear Up and Get Good, so that the kittens who are aiming for Karma Train would instead be encourage to group up, and turn into a ferocious group that aims for larger rewards.
In most Mmo i played, end game items can only be found on competetive gameplay like guild battle etc.. I think this game titled “Guild Wars” should try to do the same
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-Add rewards to Skirmishes and potentially to matches.
The reward system should be improve, but it should be design in a way that all servers are equally rewarded to prevent people to bandwagon to the winning server.
(Edit: The reward gap between winning and losing server should not be too big, the bulk of rewards improvement should go to “Top Guilds/Players on each server base on participation/kills etc.” Maybe this way players/guilds would be encourage to go to lower tiers so that they can have better chance of being on the “Top Guilds/Players”. This also might help balance skill gap between servers, as it would encourage skilled groups to go to less skilled servers.).
Currently the rewards on PVE are way better than WvW so I think its necessary to improve rewards on WvW to bring more people to wvw, but at the same time, it should be design in a way were Competitive Players gets rewarded way more than Casual Players, this way it would encourage people to Gear Up/Get Good on wvw instead of going to wvw for Karma Train.
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Server Events – aim is to build relationships between wvw guilds in a Server, and encourage guilds on overstack server to move to less populated server. Also encourage new wvw guilds to start on lower tiers.
2 hour weekly matchup between top 3 pk guilds on server. 25vs25vs25.
Top 3 guilds who constantly win gets to represent the server in a tournament.
To be updated….
(edited by rhayan.9580)
I was thinking of getting more competitive players back to WvW, feel free to post your critics/suggestions
Rewards for competitive players/guilds on WvW
Weekly Reward Per Server
Top 3 Guilds with most number of PK
Top 3 Guilds with most of number of Defend
Top 3 Guilds with most of number of Captures
Top 10 players with most number of PK
Top 10 players with most of number of Defend
Top 10 players with most of number of Captures
Skirmish Rewards
Top 3 Guilds with most number of PK
Top 3 Guilds with most of number of Defend
Top 3 Guilds with most of number of Captures
Top 10 players with most number of PK
Top 10 players with most of number of Defend
Top 10 players with most of number of Captures
PK rewards: Chest that may drop item used to craft unique Legendary Weapon
Def rewards: Chest that may drop item used to craft unique Legendary Armor
Capture rewards: Chest that may drop item used to craft unique guild upgrades (like training grounds were guild members can fight/train with each other)
Some random stuff:
Guaranteed Blueprints for Squad Leaders per successful capture of objectives. (must have 15+ members on squad) tagging up is expensive, so i was thinking of ways on lessening the burden on commanders.
New Achievements:
PK 10 people without dying
PK 50 people without dying
PK 100 people without dying (new title)
PK 500 people without dying (new title)
PK 1000 people without dying (new title)
New Achievements: for Squad Leaders
PK 1000 people while leading
PK 5000 people while leading
PK 10000 people while leading (new title)
PK 50000 people while leading (new title)
PK 100000 people while leading (new title)
Updates 10/28
Squad Settings
-add check list that allows you to limit which classes can join the squad (example: uncheck rangers would prevent them from joining the squad)
Chain-kills
Temporary increase magic find for each PK, good for 3 way smc fight. Players who are good gets rewarded, while rally bot would be force to get good/use proper builds in order to be rewarded. New Achievement 25-chain kill, 50, 100 etc..
(edited by rhayan.9580)
The population gap between Tier is really big, maybe having 6 Tiers would be better instead of 4 Tiers… not sure though
Hey everyone,
After reading through the comments and feedback, and some deliberation among the team – we have decided to adjust Crystal Desert by +300 for this match only, making them more likely to advance out of tier 4. Next week we will adjust them to +200.
Please reconsider this, adding manual adjustment only made things worse for T4. SBI/HoD convincingly won T3 last week (50K pts ahead), and now were losing tons of glicko even though were winning by a large gap. Adding 200 pts to CD would put their glicko way ahead of SBI/HoD, making us most likely to roll back into T4. Doing manual adjustment was a mistake, please stop.
^^^ just go to wvw, youll see a bunch of NA guilds recruiting on map chat….
HoD still needs ocx/sea/eu guilds….
NA guilds should avoid transferring to HoD for now… We need more EU / OCX / SEA
Bump.. Need more ocx/eu/sea… NA players should avoid transfering to HoD for now
^^^ i cant speak for everyone in HoD, but i do know that most of us would welcome new players…
Just an update about HoD, we are getting a bulk of NA players from DB.. So if your from NA please avoid transferring to HoD for now.. We dont know yet how many would transfer, and we would like to avoid having insane queues..
What HoD needs is more OCX/EU players, as for our SEA we dont know yet how many would come
Lets make HoD a server with a good round the clock coverage and avoid having insane queues on one timezone
HoD is still recruiting, T4 is changing fast, we won an easy matchup a week ago, but now were on the losing end, and fighting a server that is nearly full
Up up up.. Need more people
bump.. plenty of room for all timezone…
HoD still looking for more people, we don’t have EU guild so it would be nice if we could have one
Bump.. If your looking for a solid T4 server, then HoD is the right server for you. right now were doing “better than expected on T4”
bump…
4% Tier 3
80% Tier 4
16% Tier 5
Up… Up… Up…
HoD is a solid T4 server, join us and fight against DH/NSP, our chances of going to T3 is very low, while T5 would still bring competitive environment because of the influx of new players on CD
HoD is looking for more players and fightmanders, please take note that if your a new tag on HoD, there will be times where only few people would follow you because unlike T1 or T2, there are plenty of times on lower tiers, where new tag are clueless about wvw, so new commanders need to introduce/show that they are competent in order to gain followers
Up… Up… Upppppp
Bump….. Need more people and commanders
Are dinosaur fast/aggressive enough to outrun and kill solo/small group of roamers just passing by?
Or are they slow where players can just ignore them..
Bump…up up up
up up up…………………
Daily bump………..
With Mag going T3… T4 would definitely become a better tier for the next few months.. Come, join us on T4.. Lets make T4 servers strong enough to compete against T3, while MAG hype lock themselves with T2 rejects
Bump need more people and commanders/pugmanders, prefer those who are willing to tag up daily to build up their pug base followers, and who uses Teamspeak, knows how to regroup and push.... HoD has a shortage of popular commander this past few weeks....
You can delete all your char then transfer :) “Most” guilds in HoD are casuals and doesnt mind uplevels following them
Bump… Up up up….
HoD need more people/guilds/commanders in all timezones, come and join our friendly community
Just dont reply to them, i think they would be more angry if you ignore them
HoD need more NA commander.. we have plenty of people but there are times where we have no TAG anywhere on NA primetime….
HoD needs more pugmanders/fightmanders, there are times that we are outnumbered but when a competent commander tags up, HoD becomes blobby very fast… Right now HoD has shortage on commanders