Soulstitchmmo, on 06 September 2012 - 05:29 PM, said:
If you're worried about repair costs, go into spvp? There needs to be a mechanic that encourages players to do the right thing instead of running around with their hockey stick on a baseball field "because it's fun". The only way to encourage players to work together is to make working alone undesirable, or not thinking undesirable.
I don't believe making something undesirable is a good motivation for people to do the other thing. The better motivation would be making the other way around more desirable. This game provides all those bonuses for acting as a organized group, it just takes time for people to realize it. No more penalties needed it's just a matter of time. I already see a lot difference compared to 2 weeks ago.
Soulstitchmmo, on 06 September 2012 - 05:29 PM, said:
Remove the armor penalty, and players will just throw themselves relentlessly at doors or guilds and be farmed because they have nothing to lose. Players individually have to have something to lose.
They loose time, they loose fun. Loosing the game/fight in general is already a strong motivation to find the ways to win. They will realize this eventually, they already started. On the other hand increasing armor penalty will make players to give up when things are going bad.
Soulstitchmmo, on 06 September 2012 - 05:29 PM, said:
It does not make it less casual to have a high death penalty, or a stacking penalty. And even if the "cost" thing has people so irate (honestly making up armor costs on an individual level is laughable, kill a few npc's sell the drops, BAM, armor is repaired) what if it was just a stacking stat dropper.
High death penalties make games less casual. As it requires more time investment to continue on the things player enjoy. For example if I enjoy WvW but not killing NPCs, but if I have to kill 30 NPCs to be able to continue on WvW this makes the game less casual (fun oriented) for me. It might result on me to think more so die less, but when I start to think I'm dying because players on my side sucks I just give up. That's how it works for majority. (I suspect you would do the same too but of course can't prove this)
Soulstitchmmo, on 06 September 2012 - 05:29 PM, said:
Eventually people need to be forced to re-evaluate their gameplay if they are constantly dieing.
Or most probably they will blame their server, blame people around them, and give up. That's what happens most of the time rather than re-evaluation. That's what I experienced on WvW matches our server lost badly even with current Armor Penalties.
Soulstitchmmo, on 06 September 2012 - 05:29 PM, said:
If WvW was truly meant to be purely casual friendly, why did they require wvw to have the greatest cost and greatest time investment of all the activities in the game?
It's a gold/time sink. A well balanced one indeed. Gold/time sinks are major parts of online games whether it's casual or hardcore.
Soulstitchmmo, on 06 September 2012 - 05:29 PM, said:
If it's truly meant to be a "pvp gateway" remove armor costs, lower siege costs, remove objective costs (beyond supply) and let people "have fun".
Otherwise it needs to be meaningful to the average player.
It's already balanced right now. We don't need to go extremes on both ends. You and me are pretty competent WvW players and think/organize a lot and die less. But majority is not. So WvW should be balanced for majority. Otherwise only minority will stay there.
Edited by Kazim, 06 September 2012 - 05:46 PM.