You’d have to remove all loot and rewards (coin, karma) from WvW events for this to actually happen.
That makes absolutely no sense. There are plenty of games that don’t make you pay “respawn fees” that still give rewards.
I frankly don’t see a problem with allowing a single character to max all crafting disciplines. Perhaps some limits will be necessary to prevent farming all crafting disciplines for experience/skill points, but meh.
WvW is not about fun only. It is about creating strategies dividing the amount of people online in good portions so you can easily defend, protect, help and attack zergs, groups, or buildings.
Sure it’s fun to protect a tower but you must learn the consequences of fighting four enemies alone and all. If your armor wouldn’t need to repaired people would walk around too care free. WvW wouldn’t be WvW anymore. It would turn more into a PvP. Single people would go on a rampage not caring anymore whether or not they die. It would sink in chaos. I know how care free people can be. I often saw and did myself walk during the no-armor-breaking-buff not caring about enemies anymore attacking several points. Still you might think different of it so I’ll leave you your opinion.
Perhaps, though I personally haven’t noticed much of a change during the out-manned buff. A single player isn’t effective at much more than intercepting Dolyaks and frankly people should be more concerned about defending them anyway (they definitely need to re-implement a reward for guarding them). I just enjoy WvW a lot more when I don’t have to worry about a random stealth thief giving me 1.64 silver in repair fees so he/she can get the much coveted 16 copper spike in my loot bag.
Agreed. I often lose the cursor when I charge into massive cloud of particle effects.
Why do you even fight an outnumbered battle if you know you’re not gonna win?
If you’re guardian, outnumbered and have to defend a tower I would simply teleport away and let them take the tower, or ask for recruitment.I’m not trying to be mean or anything. I’m just saying it was a mistake in your tactic which cost you money but it’s basically your fault and you should be more careful or use a different strategy next time.
Agreed, I can easily avoid repair fees most of the time as long as I WP, but why should running away be incentivized over staying and defending (which is more fun/interesting for both sides, imo)?
When I die after defending a tower for 10 minutes and end up losing more than I earned it’s frustrating.
Then you are doing something wrong.
For 10 minutes defending you get more than enough silver to pay for one piece of damaged gear.
When you’re outnumbered 4 to 1 and your enemies have any kind of coordination it’s almost impossible to get kills from a tower. Especially if you’re playing as a guardian, which has practically no ranged attacks.
Well I guess it’s because I don’t walk alone but with the zerg..
Pretty much. :P
A couple of silver really influences your decisions that much?
When I die after defending a tower for 10 minutes and end up losing more than I earned it’s frustrating.
Jade Sea/ Vizu Square will throw massive amounts of bodies at you whenever you try to get a supply camp near respawn. They die mindlessly and come back like zombies until you drown in the masses of dead bodies. If you remove repair costs you reward a playstyle like that…
No respawn timer is sad enough.
I’m all for a respawn timer.
Can armor repair please be removed from WvW (or at least heavily reduced)? I’m sick of concerns about profit affecting how I determine what action I have to take in a battle. It feels like I’m being punished for staying and fighting to the death while I’m rewarded if I run early and let the enemy take our tower with slightly less opposition. Taking risks that are more likely to result in death than success are a lot less fun with the knowledge that you will have to lose money from making the effort. Earlier today I tried to take a keep despite being extremely outnumbered by the enemy. After 15 minutes of my time, I got zero drops and no event (failed) reward, but I did get 1.64 silver in repair fees. I’m fine with not getting a reward for a failed effort, but must I really lose money? It’s very frustrating when you only make about 10 silver in an hour and lose over a third of it to armor repair fees.
When outnumbered and playing on the defensive against enemies with huge zergs you can already expect to get very few event rewards and even fewer kills, so why is it necessary to make our efforts even less profitable? I know the outmanned buff has been modified to remove armor repair, but that has almost never spared me armor repair. This is in part because it comes and goes seemingly at random (on Kaineng at least) which makes it completely unreliable (in the past it has disappeared literally right before my death). Furthermore, it’s possible to encounter battles where you are outnumbered 4 to 1 while never seeing the outmanned buff at all. People on worlds that outnumber those who are on their same tier, however, can expect to hardly notice armor repair fees because they will die less often against their disadvantaged foes who don’t have massive zergs.
Certain activities such as intercepting supply caravans and scouting don’t even seem worth it because if I run into a couple of enemy invaders and die the repair fees will be 3 times greater than the reward for killing a supply caravan.
I’m sure you want to give people incentive not to die, but WvW already has that. Whenever you die on one of the borderlands, you can expect a long, boring, and potentially dangerous walk back to your commander/battle (having to walk all the way back and pay money is just too much). On the Eternal Battlegrounds this isn’t necessarily the case, but if you really need another “stay alive” incentive I’d prefer a small respawn time that is somewhat scaled based off of how outnumbered your world is. Frankly this would improve game-play anyway by preventing zergs who wipe from running right back into the battle while allowing individual players to fight to the death with out being concerned about nullifying the entire “defend the tower” event reward.
I see people take elaborate measures to die from fall damage (while in battle) and hence avoid armor repair. Why should this have to be a part of WvW? It’s competitive game-play where death is likely and expected so why should armor repair fees be a concern? Fighting to the death should be fun, but losing money that you’ve already earned isn’t.
TL;DR: Remove armor repair from WvW. It makes playing while outnumbered and otherwise disadvantaged even less worth it and far more frustrating. Armor repair punishes those on outnumbered worlds who are losing horribly while having little affect on those with huge zergs.
I never kill people in jumping puzzles unless they attack me first. I just wish other people would do the same. Not having to worry about starting over with armor repair fees makes the puzzle a lot more fun.
I wish the WvW JP’s were no-combat zones instead of loot-bag-farms for campers/griefers. They would be so much more enjoyable. Having a neutral areas where players of different sides can enjoy a jumping puzzle together would be a lot more fun than having campers hand out armor repair fees before spamming “/laugh.”
(edited by Gilburt.9146)
I get by fine with the system the way it is, although I wouldn’t mind seeing WvW completion be a separate achievement from regular world completion so it’s only relevant to people who actually want to play WvW.
Frankly, I’d like to see portals be nerfed in the EB JP because they defeat the purpose of the entire puzzle and give a ridiculous advantage to campers. I’d also like to see it become a no-combat zone because I enjoy the jumping puzzle and having to worry about starting over (with armor repair) because someone kills me ruins the fun. I fail to understand why Arenanet essentially designed portions of the puzzle to give campers a significant advantage in griefing other peoples progress. I definitely support the idea of making it an instance separate from the rest of the eternal battlegrounds map (to free up the queue).
The game automatically creates avatars to represent a player you are partied up with in-game. Would it be possible to allow these to be used on the forums as well? We are using our GW accounts to post here afterall. :P Just allow players to choose a character to represent them on the forum and so an avatar can be automatically generated. If they change the appearance of their character they would either have to refresh the avatar themselves or it can be done automatically (whichever works best). This would allow players to have a face to represent them on the forums while preventing people from uploading inappropriate images that would make more moderation necessary. What does everyone else think?
I think it should not be possible to WP into a keep or SMC while it’s being attacked. Giving the enemy a window to WP in gives them to much of a defensive advantage. However, it’s also to easy to keep structures constantly contested and I think something has to be done about that as well (a certain amount of damage should have to be dealt to a gate to contest the structure, perhaps per second, so a single thief can’t block access to the WP anymore).
I do not mind PvP. That’s why I’m in WvW, after all. I’ve always been a PvPer. However, I consider CAMPING completely unacceptable. It wouldn’t be so bad if people had a way out without being forced to completely remove themselves from the map because some dumb players feel it’s fun to grief others. And anet not implementing any possible way to out of such situations is bad game design. For example, why am I not able to simply run back through the portal? It makes NO sense. The people who say ‘PvP happened in a PvP zone’ are often the ones who are griefing or haven’t experienced the constant ganking themselves. They have no empathy and don’t care because it didn’t happen to them.
I completely agree. In a game designed to bring players together, I fail to understand why there is jumping puzzle that is seemingly designed to benefit the trolls and griefers whose only desire is to screw up other players trying to enjoy the puzzle. Having the high ground in places like the arena gives the enemy an absurd advantage because they can just spam AoE damage skills to put you in combat and reduce your jump distance (and make it impossible to WP and avoid armor repair), and crowd control (especially pull skills) skills to knock you off the jumps. It’s ridiculous and frustrating that a single team with campers at the top can just portal anyone to the top (giving them a free reward for doing absolutely nothing) while preventing anyone else from completing the puzzle for the entire day.
Today I spent an hour trying to complete the JP and ultimately was only rewarded with armor repair. The trolls made sure to spam /laugh as well to be sure that I knew how much they enjoyed giving me armor repair and otherwise wasting my time. Why is Zraith’s Beacon designed for people like this, instead of the average WvW player that just wants to complete a jumping puzzle, perhaps with a little PvP mixed in? This J kitten eemingly designed to appease trolls and punish average players of the game…
I’m fine with PvP being in the JP, but it’s ridiculous that a small group of campers with a Mesmer can easily make it impossible to complete while allowing anyone on their team to skip the entire puzzles content for a reward. If there’s going to be PvP in a jumping puzzle, can’t it at least be a fair fight? At the very least can Portal be nerfed to put everyone on the same footing (add an effect that makes the skill not work while in the JP) and can a stealth shrine be added right before the arena (i.e. after the dark room) so players skilled at the jumping puzzle (and not so much interested in fighting) can at least have a chance getting past campers? In a game designed to be inclusive, I fail to understand why a small group of trolls only interested in griefing other players progress can make an entire jumping puzzle exclusive to their team. Please fix this.
The best solution imho:
Loot is either automatically picked up after it appears at a players feet OR it automatically appears in the players inventory after they get a kill that awards loot. In either case the item’s icon will appear at the side of the screen to show that the player has acquired the item(s). If the player’s inventory is full, the loot bag will appear at the players feet as it does now and they will have to pick it up after making space in their inventory.
This solution shouldn’t require any extreme alterations to the current loot system (as far as I know at least), but will allow the players to focus on tactics rather than loot bags. They will still be responsible for clearing the inventory on occasion to prevent it from filling up, but that isn’t a terrible inconvenience (especially compared to tracking down loot bags in battle).
Just let me on after 10 minutes and 10+ log on attempts.
Same. Won’t let me log on. It gives various reasons for the error including the one in the title.
In WvW I would much prefer having the option for my loot to appear directly in my inventory. Having to manually pick up drops during huge, intense battles is inconvenient at best (and often impossible) because it’s easy to leave drops behind (and sometimes not be able to reach them later). I’ll even be killed in the middle of a massive enemy group with multiple loot bags around my corpse that are impossible to reach before they despawn.
In PvE I can live with auto-loot as it is now; however, I see no reason not to give players the option to automatically loot kills they walk over if that’s what the desire.
Agreed. Guild Wars also displayed your experience since last death by typing /death, another feature I miss.