T1: SoS Vs. JQQ Vs. SBI - Now let's see with no PvE
#31
Posted 24 November 2012 - 11:21 AM
#32
Posted 24 November 2012 - 12:23 PM
In GW1 you could do everything with a PvP toon here nothing but that awful sPvP
#34
Posted 24 November 2012 - 02:01 PM
VDa, on 24 November 2012 - 09:52 AM, said:
there's lots of things that could be done to WvW.
First, just plain more fixing of bugs, etc. Cullling, Tons of skills need balancing.
I wish every profession had things as uniquely powerful as timewarp, portal, feedback, elem focus, gaurdian wall.
Imagine engineer mortars could damage walls/did full damage to doors. everyone would be spastic at scouting for engineers just as much as mesmers.
Jumping puzzles need to be reworked honestly. Giant distraction, that takes away from your servers player cap. Huge mistake with there being such a low player cap. 1 hour queue's in EB, and you have 15 people in the JP. bad design.
PvE mobs. Grub,etc. these I actually have a different point of view on. I don't want them removed. I want their tactical aspect increased. More like dredge/hylak/ogres/quaggan. 5-10min map wide buffs on a kill. Like a dragon or Baron kill in LoL.
Could get really creative with these elements. Just a simple, +10% damage on a grub kill. or, how about +50% yak run speed for 10min? Or +5 supply carry, etc.
More siege options. traps would be really cool. We have "superior" seige. How about "portable"? same supply cost as normal, 50% damage, but can be picked up and re-dropped.
More gear options. Karma and badge WvW, of more varied stats allocation.
Rewards in general. Again, we pvp for pvp's sake. but looking cool is how they should be making money.
Again, look at LoL, and its skins. WvW needs a means to create unique visuals for your character, just like Spvp and pve does.
Badge system itself needs to be redone. Badges need to be a basic currency, not take up bag space, as well as auto loot into inventory.
Invaders badge gear is expensive. While you can take the karma you get in WvW, and go to Orr and get the same stats on Orr gear for 42k karma each. which is FAR FAR FAR cheaper. and you even have 3 stat options on it. And obviously the cash you get in wvw can be used to by gear from the TP.
Outmanned/orbs need fixing.
Outmanned needs to give +5 or +10 supply carry, at very minimum.
Leaderboards. A live ranking webpage. Top 100 supply used, top kills, top captures, etc. Player, guild, server.
Edited by Trish, 24 November 2012 - 02:13 PM.
#35
Posted 24 November 2012 - 02:44 PM
/salute
#36
Posted 24 November 2012 - 03:28 PM
- Add more/exciting underwater objectives and possibly siege
- Get rid of the 3 exact copy Borderlands and make each unique
- Let us collect PvE resources or items from special NPC's and turn them in to construct NPC armies (yes like in vanilla WoW)
#37
Posted 24 November 2012 - 03:51 PM
Alathon, on 24 November 2012 - 10:55 AM, said:
Additional structure upgrades, like refilling bins or racks of ice bows or flaming greatswords, anti-stealth searchlights and sensory artifacts.
There's a lot that's possible and could be made interesting.
haha I like that one alot.
Forget hire extra gaurds.
Change it to build Charrzooka supply depot.
#38
Posted 24 November 2012 - 03:57 PM
#39
Posted 24 November 2012 - 04:19 PM
#40
Posted 24 November 2012 - 04:22 PM
1: SoS 23,784 (+105)
2: SBI 20,367 (+320)
3: JQ 16,649 (+270)
#41
Posted 24 November 2012 - 04:35 PM
PvPD00R, on 24 November 2012 - 04:19 PM, said:
I'm sure Anet has gotten a lot of money from the cash shop. More than just 15 dollars a month for a sub fee.
#43
Posted 24 November 2012 - 05:33 PM
MrZero, on 24 November 2012 - 05:16 PM, said:
it is a tale told, full of sound and fury, signifying nothing
arenanet is simply not interested in working on anything regarding wuvwuv because they had already built what they wanted and intended it for
it's not their fault it has mutated into what it is now: Endgame
never was their intention. it was something for casual players for casual play.
something anyone can easily jump into, play, get into some battles, get some kills, badges, log off.
the reason arenanet has turned a complete and utter blind eye regarding wuvwuv compared to the rest of the game is simply that
they already made it the way they wanted to and intended it to be
sad but true
if you really want to know where arenanet's focus, desire, plans and resources go into, it can be summed up in one word: esports
#44
Posted 24 November 2012 - 05:33 PM
PvPD00R, on 24 November 2012 - 04:19 PM, said:
If designed correctly... the micro transaction model can get more money (and faster) than a subscription based one.
#45
Posted 24 November 2012 - 05:34 PM
CharliePrince, on 24 November 2012 - 05:33 PM, said:
arenanet is simply not interested in working on anything regarding wuvwuv because they had already built what they wanted and intended it for
it's not their fault it has mutated into what it is now: Endgame
never was their intention. it was something for casual players for casual play.
something anyone can easily jump into, play, get into some battles, get some kills, badges, log off.
the reason arenanet has turned a complete and utter blind eye regarding wuvwuv compared to the rest of the game is simply that
they already made it the way they wanted to and intended it to be
sad but true
if you really want to know where arenanet's focus, desire, plans and resources go into, it can be summed up in one word: esports
#46
Posted 24 November 2012 - 05:35 PM
CharliePrince, on 24 November 2012 - 05:33 PM, said:
arenanet is simply not interested in working on anything regarding wuvwuv because they had already built what they wanted and intended it for
it's not their fault it has mutated into what it is now: Endgame
never was their intention. it was something for casual players for casual play.
something anyone can easily jump into, play, get into some battles, get some kills, badges, log off.
the reason arenanet has turned a complete and utter blind eye regarding wuvwuv compared to the rest of the game is simply that
they already made it the way they wanted to and intended it to be
sad but true
if you really want to know where arenanet's focus, desire, plans and resources go into, it can be summed up in one word: esports
I disagree with this, mostly because any smart company is going to seize on opportunities like this one. If WvW is generating a lot of interest in the player base then they'll try to expand on it in order to keep money flowing into their game. They aren't going to ignore it and lose players if they can do something about it.
#47
Posted 24 November 2012 - 05:50 PM
In short, go to that thread and bitch.
#48
Posted 24 November 2012 - 05:55 PM
I think the only solutions that will renew interest would be new maps, and modifiable terrain.
Anything that makes fortifications either harder or easier to cap will have a negative effect. Too much harder, and then it's not worth the effort. Too much easier, and the game devolves into 100% about hourly coverage.
Another idea I had was to change the upgrade system into upgrade trees. Passive defense, active defense, and support.
The idea there is that instead of doing all the upgrades, you can only take certain ones and that affects the ones you can do afterwards.
That way they could introduce some very powerful upgrades that would drastically change strategies, without making fortifications too hard to cap and making the game stagnant.
#49
Posted 24 November 2012 - 06:01 PM
Pusha, on 24 November 2012 - 04:35 PM, said:
#50
Posted 24 November 2012 - 06:18 PM
#51
Posted 24 November 2012 - 06:33 PM
Beastgate, on 24 November 2012 - 06:01 PM, said:
Edited by Alathon, 24 November 2012 - 06:33 PM.
#52
Posted 24 November 2012 - 06:37 PM
Beastgate, on 24 November 2012 - 06:01 PM, said:
That's a very poor assumption. Working professionals who pull in a good salary are more than happy to drop money all over the place for looks and convenience. That's why micro transaction models work well.
#53
Posted 24 November 2012 - 06:51 PM
what is score now ?
#54
Posted 24 November 2012 - 08:25 PM
#55
Posted 24 November 2012 - 09:52 PM
#56
Posted 24 November 2012 - 10:21 PM
Edited by Dark, 24 November 2012 - 10:41 PM.
#58
Posted 24 November 2012 - 11:09 PM
#59
Posted 24 November 2012 - 11:37 PM
#60
Posted 25 November 2012 - 12:13 AM
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