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What can we do to save WvW?


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#61 Cl1p

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Posted 29 December 2012 - 05:24 PM

1) different borderlands
2) more objectives that reward small groups
3) 'bundles' that give you different roles, and get an icon on the map; examples:
  • scout kit > 10 min invisibility, unable to res and unable to use skills, 20s daze when dropping this to prevent abuse.
  • repair kit > repairs siege equipment
  • supply kit> you can carry extra supply, but you have to hold it in your hands


#62 huaweiii

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Posted 29 December 2012 - 05:41 PM

View PostVeltoss, on 29 December 2012 - 05:16 PM, said:

First, where did you hear this? I remember reading that WvW was going to get a lot of love in February. And they just recently had a patch that added many changes as well as breakout events. How is this neglecting it?

And how exactly does this non-existent neglectfulness make you want to avoid every single MMO from now on? That just sounds silly and exagerated.

Also, to everyone who actually wants to make useful suggestions later on to Arena Net on their forums, in the suggestions section, where they actually read it, here's a tip: Don't suggest stuff that makes absolutely no sense in game design. Removing or completely changing WvW from what it is is not "fixing" it, it's removing it. That's not a fix. They aren't going to remove a huge feature and part of the game that tons of people enjoy just because some people want something different. Especially when you're suggesting turning it into something like Alterac Valley in vanilla wow compared to what it is now, that's just ridiculous.

Do you not read? ANet said WvW is not a focus -- sure, they'll update it in February, in February!!! PVE is where their focus is, and will be, forever~ PVE gets update first because that is where the focus is, not on WvW. It's like when Rift made their first big update and announced that they were a PVE-centric game, and all the PVP'ers left. No new maps in wvw... wtf kind of "love" is that? I wouldn't call that non-existent neglectfulness.

#63 vengeance22

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Posted 29 December 2012 - 05:42 PM

View PostVeltoss, on 29 December 2012 - 03:57 AM, said:

.

I do agree with most of your responses Veltross, but beef with WvW right now is there is nothing to strive for I know for myself I have 900k Karma and a couple thousand badges and I know people have a lot more. Its always take the camp before timer flip dont watch it till next timer flip there needs to be more reward to defending and more loss to not defending anything you have.

With the comment on speed buffs I was trying to say the game needs more originized WvW not just a mindless zerg following 1 person. The zerg is what kills WvW or PvP in any game there is no skill and the side with numbers always wins. Just trying to figure a way to make zerging hard to do.

With JP I know for myself and dare to say for most people all it is, is waiting for a Mez to be up top for a 2 min run get loot and leave, if JP was made more as a zone to fight/defend in and had inpact on the total WvW score would be more interesting. Or if it was made as a zone that you could only enter when SM is held and made it into more of a PvE (yeah PvE) instance that is several hours long to complete but with epic loot at the end more people would fight for SM, most of the week of WvW people don't even care about SM because the time it takes to get you can easy flip camps for more points and quicker rewards. Kind of like the old DAoC set up.

The portal to SM I still think needs to be removed make people travel a bit to get there it will promote more choke points and more fighting. Or maybe (this is a crazy stupid idea but I am bored at work) instead of a portal you board a caravan at your spawn with travels the country side at a faster speed then walking even with speed buff directly to SM but it can be ambushed/attacked.

Trebs just needs to be fixed.

As several people have mentioned no matter what we say nothing will change until Anet starts taking WvW serious.

Edited by vengeance22, 29 December 2012 - 05:44 PM.


#64 Bakelith

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Posted 29 December 2012 - 05:45 PM

Like daily and monthly, they should add weekly wvw achievements with wvw rewards (badges, blueprints, finishers...).

#65 Veltoss

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Posted 29 December 2012 - 09:08 PM

View PostCl1p, on 29 December 2012 - 05:24 PM, said:


3) 'bundles' that give you different roles, and get an icon on the map; examples:
  • scout kit > 10 min invisibility, unable to res and unable to use skills, 20s daze when dropping this to prevent abuse.
  • repair kit > repairs siege equipment
  • supply kit> you can carry extra supply, but you have to hold it in your hands

I was thinking about a similar thing for a few days now, though I was thinking WvW-specific traits. But I like your idea better. I prefer defense over offense myself, especially repairing/building things and running supplies, so I'd love to use something like a Supply Kit to be more effective at it.

View Posthuaweiii, on 29 December 2012 - 05:41 PM, said:

Do you not read? ANet said WvW is not a focus -- sure, they'll update it in February, in February!!! PVE is where their focus is, and will be, forever~ PVE gets update first because that is where the focus is, not on WvW. It's like when Rift made their first big update and announced that they were a PVE-centric game, and all the PVP'ers left. No new maps in wvw... wtf kind of "love" is that? I wouldn't call that non-existent neglectfulness.
Sure, it may not be their primary focus, but this isn't the same as neglect. They just did a nice update and the February one is supposed to be pretty big, that's only a couple months apart, if that. February is only a little over a month away.

View Postvengeance22, on 29 December 2012 - 05:42 PM, said:

I do agree with most of your responses Veltross, but beef with WvW right now is there is nothing to strive for I know for myself I have 900k Karma and a couple thousand badges and I know people have a lot more. Its always take the camp before timer flip dont watch it till next timer flip there needs to be more reward to defending and more loss to not defending anything you have.

With the comment on speed buffs I was trying to say the game needs more originized WvW not just a mindless zerg following 1 person. The zerg is what kills WvW or PvP in any game there is no skill and the side with numbers always wins. Just trying to figure a way to make zerging hard to do.

With JP I know for myself and dare to say for most people all it is, is waiting for a Mez to be up top for a 2 min run get loot and leave, if JP was made more as a zone to fight/defend in and had inpact on the total WvW score would be more interesting. Or if it was made as a zone that you could only enter when SM is held and made it into more of a PvE (yeah PvE) instance that is several hours long to complete but with epic loot at the end more people would fight for SM, most of the week of WvW people don't even care about SM because the time it takes to get you can easy flip camps for more points and quicker rewards. Kind of like the old DAoC set up.

The portal to SM I still think needs to be removed make people travel a bit to get there it will promote more choke points and more fighting. Or maybe (this is a crazy stupid idea but I am bored at work) instead of a portal you board a caravan at your spawn with travels the country side at a faster speed then walking even with speed buff directly to SM but it can be ambushed/attacked.

Trebs just needs to be fixed.

As several people have mentioned no matter what we say nothing will change until Anet starts taking WvW serious.
I agree, zerging sucks, and there should be more encouragement to work in smaller squads. Perhaps when there are more commanders this will fix itself, but it's hard to say. I agree that traveling around should take a bit longer as well, but I'm not sure removing the SM waypoint is the best way to fix it. As it is, SM's waypoint is one of the primary advantages of owning it, though I think they should increase the point reward for it.

View PostBakelith, on 29 December 2012 - 05:45 PM, said:

Like daily and monthly, they should add weekly wvw achievements with wvw rewards (badges, blueprints, finishers...).
I agree completely, it would make it more enjoyable and increase activity. As long as there isn't anything like "Take SM" or "Take 2 keeps", as this would affect WvW by making the common zerg go for their achievements and not for the win.

#66 Farron

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Posted 30 December 2012 - 05:56 AM

The worst thing about WvW are the people playing it. So many people want to win without effort. Another week and another server practically dies in WvW because they had a run of bad matches and a large number of players either don't know how to (or don't care enough to) fix it. So they stack up on another server with all their friends and ruin another 2 brackets.

At times it feels like the best thing you can do in this game is run a PR company and attract players. It doesn't matter if the new players have ability or good character, because all that is needed is numbers. Nobody asks about ability or character. Its just a great big smash and grab for more numbers and whoever has numbers round the clock wins.

Every week its another matchup thread full of trash talk, hacking accusations and 2vs1 complaints in a game where rank is meaningless but everyone seems to want to rank up anyway.

The game is fine but unfortunately, anet can't really save their game from the critical mass of fools that play it.

#67 Trei

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Posted 30 December 2012 - 06:18 AM

I'd ask Anet to take another in depth look at DAoC yet again and think again about what made RvR succeed there.

Could it be the lack of an actual end to the conflict?
It was perpetual war, the winner was the one that took that particular keep it was trying to take.
There was no time limit to take back territories to make losing sides give up.

Could it be the realm ranks that bestowed personal pride and achievement for players who earned them?

Could it be the fact that when someone beat another, the whole zone knows about it?

What is PvP about at its very core?
Basically, as George Carlin once described war as, just a whole lot of lalalala-waving.
My lalalala is bigger than yours!

I am starting to believe that perhaps simply recognizing guild names are not enough for players.
They want individual fame.
They want the enemy to know who exactly killed them, even if it was just a kill steal from the back line and they totally don't deserve the credit.

Such is Pride and Ego.

How ever negative such mentality can be, they were and still are a significant motivation for competition.
And competition is the main driving force for PvP.

Edited by Trei, 30 December 2012 - 06:20 AM.


#68 Leger

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Posted 30 December 2012 - 06:38 AM

Nothing, everything promised regardless of what it is, WvW, PvE, sPvP has been exactly the opposite as delivered. Servers with more people into WvW win, it's really that simple.

#69 Grumpdogg

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Posted 30 December 2012 - 08:12 AM

View PostPerm Shadow Form, on 28 December 2012 - 08:38 PM, said:

I'd gladly pay 60$ here and now for Cantha Expansion and Heroes Ascent.

I'd pay $60 for 4 new WvW maps...

#70 Pyraeus

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Posted 30 December 2012 - 12:09 PM

View PostCl1p, on 29 December 2012 - 05:24 PM, said:

1) different borderlands
2) more objectives that reward small groups
3) 'bundles' that give you different roles, and get an icon on the map; examples:
  • scout kit > 10 min invisibility, unable to res and unable to use skills, 20s daze when dropping this to prevent abuse.
  • repair kit > repairs siege equipment
  • supply kit> you can carry extra supply, but you have to hold it in your hands
1) and 2) sound good, 3) interesting and different.


They need to make objectives  further away, 2 trebs in EB keeps can hit all 4 towers ._.
and make siege account bounder not soulbound.

#71 beadnbutter32

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Posted 30 December 2012 - 01:31 PM

View PostAntithesis, on 29 December 2012 - 01:03 AM, said:

I have to disagree here. No company invests the time and resources to include another completely ( and standalone ) version of group pvp with the thoughts of "if someone plays a couple months then that was a good investment".

It just hasn't been as thought out as it could have been. If they want the mode to continue they have to provide incentives for long term play as has been mentioned. Simple really. Dont and then the money and time spent was wasted and no one will play.

BTW I think that once a tower/keep/castle is taken then all dead former occupiers should be automatically respawned. The thief and dead mes trick is really getting old.

With Anet's Buy to play scenario, the less you play, the more profit for them, as long as they keep up the hype sufficient to bring in a few new buyers.  Money spent on fixing bugs and satisfying current players is down the drain in the eyes of their bean counters.

They only players they want to keep are the deep pocket gamblers who don't blink when they pay 800 gold for an dress up item. WvW and sPVP and the entire PVE world is just window dressing to 1-sell the box, 2-attract cash shoppers.

WvW is so broken and inherently a fail design.  If you have plenty of interested players, they can't play (long que times.)  If they get past the ques, Culling makes it a joke.  One of the worst large scale pvp experiences out there, which is sad considering other Asian cash shop grinders like Perfect World can offer up to a hundred or players on screen in battle with barely a hiccup and no culling other than that for distance which is user controlled.

So the heart of the issue is to re-write the WVW game code to properly support 100+ toons in close proximity without culling or performance issues.  I highly doubt Anet will even look into that much less do it.

Edited by beadnbutter32, 30 December 2012 - 01:39 PM.


#72 Impmon

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Posted 30 December 2012 - 02:37 PM

Anet is probably focused more on what is making them money via the black lion trading co.

People buying gems & boosts or cosmetic items.

If they had someone create some kind of boosts for wvw they'd generate revenue in that aspect of the game & perhaps work more on that area.  Right now what do they have for WVW on the trading co. ?  Sure exp boosts work but its better for you in PVE.  They could create purchaseable cosmetic wvw only armor & weapons, seige vehicles, add different textures to the keep you control etc.

#73 Krill

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Posted 30 December 2012 - 03:44 PM

-More objectives for 5 man teams. Camps and undefended / lightly defended, un-upgraded towers are the only points a group of 5 can realistically take. I see a lot more 5 man teams of DD eles and / or thieves that are designed to only gank or frustrate larger groups as a result, because a 5 man of mixed classes is not nearly as a effective. There's very little synergy between classes besides getting more of what is clearly OP.

-Faster game play. WvW is far too static when towers and keeps are fully upgraded. Towers need to trade more often. The goal I feel should be a mostly defensive borderland and mostly offensive trading in EB during peak hours.

-Some semblance of class balance and WvW specific skill balancing. Thieves and DD's are clearly too good as is because of culling issues and broken movement compared to other classes. Some tweaks to C&D and RTL would help a lot.

-Generic, more fragile downed state for WvW. I think everyone could agree at least that engi's in particular are unfairly disadvantaged  downed, with almost zero chance to rally or survive without immediate heals, while ele's are hilariously good.

-Better NPCs. In GW1, one intelligent player could defend a shrine from 2-4 players because some the NPC's were actually dangerous and could blow up a player. Camp and allied NPCs in WvW can only be described as stupid and (almost) tactically useless.

-No armor wear, upgrades and siege cost less coin, but cost more supplies to build. Players carry more supplies.

-Actual rewards and faster leveling in WvW. I feel a player should be able to fully level in a week of hard playing, and acquire a full set of exotic gear in a reasonable period of time. I fully leveled a thief for WvW by crafting in an afternoon, and paid for the gear / crafting with TP schemes....how ******* stupid is that? I will probably do an ele the same way for WvW.

Edited by Krill, 30 December 2012 - 03:46 PM.


#74 fathamburger

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Posted 30 December 2012 - 09:54 PM

- new map (possibly designed around culling limitations)
- new game type that is not overly advantaged by coverage
- equal ability to get loot/mats/cash/ascended rewards in WvW as PvE

Or we could play Planetside 2 heh

#75 Krill

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Posted 30 December 2012 - 10:19 PM

View Postfathamburger, on 30 December 2012 - 09:54 PM, said:


Or we could play Planetside 2 heh

^

#76 omar316

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Posted 31 December 2012 - 06:14 AM

LOL.

I can't help it but say this: I told you so 2 months ago.

Imp, squirrel, a couple others  were right there as well.

But OP, this is a casual game. It is meant to be played like a hot join.
Vihar, why waste time and resources for a game where you can log in play for 10 mins hitting a door or killing 1 random invader with 20 people and call it open world PvP and take a break for 2 days.

Wait, WvW is not only limited to killing random nameless invaders.

You get to swap supply camps in groups of 5. It's called Strategy and Tactics lol.

Meh. Deal with it.

TL:DR - There is nothing wrong with this game. It is working as intended. If you don't like it move on. Stop wasting time creating these what can we do to improve threads.

View PostTrei, on 30 December 2012 - 06:18 AM, said:

I'd ask Anet to take another in depth look at DAoC yet again and think again about what made RvR succeed there.

Could it be the lack of an actual end to the conflict?
It was perpetual war, the winner was the one that took that particular keep it was trying to take.
There was no time limit to take back territories to make losing sides give up.

Could it be the realm ranks that bestowed personal pride and achievement for players who earned them?

Could it be the fact that when someone beat another, the whole zone knows about it?

What is PvP about at its very core?
Basically, as George Carlin once described war as, just a whole lot of lalalala-waving.
My lalalala is bigger than yours!

I am starting to believe that perhaps simply recognizing guild names are not enough for players.
They want individual fame.
They want the enemy to know who exactly killed them, even if it was just a kill steal from the back line and they totally don't deserve the credit.

Such is Pride and Ego.

How ever negative such mentality can be, they were and still are a significant motivation for competition.
And competition is the main driving force for PvP.

This is a casual no commitment game. We do not need such features in a casual game. It's meant to be played for fun. Then quit. Then come back when you need the fun.

#77 The Mighteous One

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Posted 31 December 2012 - 06:51 AM

View PostFarron, on 30 December 2012 - 05:56 AM, said:

The worst thing about WvW are the people playing it. So many people want to win without effort. Another week and another server practically dies in WvW because they had a run of bad matches and a large number of players either don't know how to (or don't care enough to) fix it. So they stack up on another server with all their friends and ruin another 2 brackets.

At times it feels like the best thing you can do in this game is run a PR company and attract players. It doesn't matter if the new players have ability or good character, because all that is needed is numbers. Nobody asks about ability or character. Its just a great big smash and grab for more numbers and whoever has numbers round the clock wins.

Every week its another matchup thread full of trash talk, hacking accusations and 2vs1 complaints in a game where rank is meaningless but everyone seems to want to rank up anyway.

The game is fine but unfortunately, anet can't really save their game from the critical mass of fools that play it.

Preach on, brother. Don't hate the game. Hate the player.

#78 NCLTDS

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Posted 31 December 2012 - 07:28 AM

View Postomar316, on 31 December 2012 - 06:14 AM, said:

LOL.

I can't help it but say this: I told you so 2 months ago.

Imp, squirrel, a couple others  were right there as well.

But OP, this is a casual game. It is meant to be played like a hot join.
Vihar, why waste time and resources for a game where you can log in play for 10 mins hitting a door or killing 1 random invader with 20 people and call it open world PvP and take a break for 2 days.

Wait, WvW is not only limited to killing random nameless invaders.

You get to swap supply camps in groups of 5. It's called Strategy and Tactics lol.

Meh. Deal with it.

TL:DR - There is nothing wrong with this game. It is working as intended. If you don't like it move on. Stop wasting time creating these what can we do to improve threads.



This is a casual no commitment game. We do not need such features in a casual game. It's meant to be played for fun. Then quit. Then come back when you need the fun.

Have my application in at Von Bach Industries. Until then wtf else is there to play?

#79 Alaroxr

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Posted 31 December 2012 - 07:56 AM

Seems more like a thread for people to complain about WvW while the rest of us play it...

#80 B3aT

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Posted 31 December 2012 - 01:36 PM

To save it (it doesnt need saving, just to keep it floating, are enough people in wvw now, at least in T1&T2)

Hard way : new content,guild upgrades, commander functions, etc
Easy way : badges drop more easily and buy more stuff with it (maybe ascended items ?)
Reward more guilds for being organized and do stuff together ?

And for our sanitys sake remove the PvE stuff (vistas, JP) :D

#81 ShezuTsukai

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Posted 31 December 2012 - 02:39 PM

Zerg warfare makes WvW boring and predictable. Asura tech is all through Orr why do we not see it in WvW?

I would propose a Zerg breaker siege/defense weapon similar to the Asuran Lighning Turret. Give it arrow cart range but better damage and unlimited targets with jump range of 100 and limited to one strike per target.

This would force Zergs to spread out and use real tactics and team work rather just beating their heads against a door for 10 minutes.

#82 Voradors

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Posted 31 December 2012 - 03:17 PM

View PostVihar, on 28 December 2012 - 09:36 PM, said:

I guess it depends on your nature.

  In a previous game, my guild had our universal all time favorite thread.....

  It was called "mobs just don't QQ like this", where we would screenshot all of the harassing and complaining and post it.

   It was a point of pride when people go out of there way to target you.

   It means you are doing a good job.

   For us, that kind of QQ and behavior is it's own reward.

Look at it this way....

   If noone insults you and harasses you, noone notices you....you are nobody.

   BRING ON THE QQ AND INSULTS!

   I would LOVE to bring that thread back to life. That in itself was great motivation.

   Nobody is going to harass you if they pwn you.

  They only do that when they fear you.

Just going to bring up the War Machine post.  One of the reasons that hardcore guild is moving is because they got tired of whispering harassment.
Imagine your commanders are trying to lead, but some enemy takes it upon themselves to chain whisper them so they cant see anything else?  Some people would view that as a legit tactic.....

Something definitely needs to be decided, but its not an easy fix.

I personally would like to just see 'Invader" changed.  I saw games use a system where the more you killed the higher your PvP title went, and it was separate from PvE stuff.  Could easily do something like that.

EDIT: oh, and i find the idea of mergers pretty funny considering that the game cant handle the current battles.
Fix culling before you even think about merging....

Edited by Voradors, 31 December 2012 - 03:21 PM.


#83 CalmLittleBuddy

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Posted 31 December 2012 - 03:43 PM

Displayable Titles for WvW Acheivements.

"Show Character Name in WvW" Adds your character's name under the INVADER tag.

WvW only rewards. WvW only skins. WvW boost drop from kills.

Bring back the idea of Orbs, with better stats, and anti hack coding. I miss orbs.

Random WvW events that have major impact (maybe even built in as a catch up mode to keep matches close all week)

More of everything.

One new siege weapon (siege ladder! lol)

WvW TV. Guild Spotlight. Something for jeez an freddy already.

Fix (everything)

That's it.

#84 Xsesshoumaru

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Posted 31 December 2012 - 04:17 PM

View PostCalmLittleBuddy, on 31 December 2012 - 03:43 PM, said:

Displayable Titles for WvW Acheivements.

"Show Character Name in WvW" Adds your character's name under the INVADER tag.

WvW only rewards. WvW only skins. WvW boost drop from kills.

Bring back the idea of Orbs, with better stats, and anti hack coding. I miss orbs.

Random WvW events that have major impact (maybe even built in as a catch up mode to keep matches close all week)

More of everything.

One new siege weapon (siege ladder! lol)

WvW TV. Guild Spotlight. Something for jeez an freddy already.

Fix (everything)

That's it.
yes to all of this except the siege weapon. think we have enough as it is, simple stuff that doesn't require a massive over haul of the system(granted i don't have access to the coding.. so maybe its more work then i'm thinking)

#85 Voradors

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Posted 31 December 2012 - 04:22 PM

Honestly, not sure how this can be fixed in a truly balanced and fair way.

Culling - should be priority #1.  This is a fundamental problem with the game itself, and honestly alot of other ideas hinge on this.

Remove free transfers - seriously, this cant be done soon enough.  The stronger servers keep getting stronger and the weaker servers keep getting weaker.  There are a few notable exceptions, but this is the trend as a whole.
One server dominates at a lower tier one week, and all of the sudden they absorb anyone interested in WvWing.

Server Mergers - while it could be a good idea if alot of thought goes into it (like taking a NA server with low population between 12-8 AM PST, and merging it with a EU server with a high population at that time and vise versa).  
I am not really for this, and this cant be done until culling is fixed.  The game cant handle the size of current fights, larger would kill it.

Rewards - A system for this would be great, and would help people stay interested.  But i really dont want to see WvW separated from PvE gear, so it feels like WoW where you need to grind raiding gear, then go grind Resilience gear.  WvW SHOULDNT BE A GEAR CHECK.
Hell, just let people buy weapon skins in Gem store and be done with it.  Pay to Pretty, Play to Win....

Make Commanders actually worthwhile - It would be nice to see more strategy in WvW on a whole.  Maybe allowing Commanders see where allies are on the map could do help accomplish this.  Basically instead of just seeing green dots in an area around you, see them for your whole map.  However, i could see this being abused QUICKLY, where an enemy server just makes a commander to see the enemy's position.
At least let there be more benefits for actually being in a Squad, like raid frames.
Oh, and a better way to actually become a Commander. 100 gold purchase is kind of half assed for something like this...

Making names less generic - Not sure why this seems to be as big as an issue as is, but should just add WvW titles that substitute "Invader". Depending on Tier of 'X' WvW achievement, Invader is swapped with something else.
Individual names obviously isnt that great for top tiers, since people abuse it. (just reference War Machine's post. I have also seen this in other PvP oriented MMOs)

I would like to see more thought go into the Out-manned buff to help with the smaller population servers, and also helping to encourage smaller groups than constant zergs.
Maybe something along the lines of if you are in a party of 5, and no allies are in your immediate area, you receive a buff depending on how many Invaders you are up against.  I could see this being taken advantage of pretty easily though.

Break Out events should only be for your home borderlands.  Giving Invading servers a breakout event makes defending and reinforcing South Eastern and South Western towers kind of pointless when an Invading army can just keep resetting the event.  
I thought this was initially to help servers break out of their protected Home Borderland area, not constantly keep a foothold in enemy Borderlands.

Edited by Voradors, 31 December 2012 - 04:41 PM.


#86 Combat Medic

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Posted 31 December 2012 - 04:54 PM

I won't echo the statements of culling, rewards, etc. as those are a given but if they really want this to be successful then a redesign needs to be in the works.

Ditch the scoreboard - Instead, put up a Server War page ala: Camelot Herald style that provides all the great meta statistics one would want from a war.
Ditch resets - WvW needs to feel persistent and epic and this won't happen as long as there is a weekly reset. Server merges and battlegroups to accomodate.
New abilities based on WvW rank - Ever hear of realm abilities? New unlocked abilities that are granted after reaching a certain rank in WvW. These abilities are used and balanced strictly for WvW.
Orbs, orbs, and orbs - Swap the bonuses with the outmanned buff that these used to give and give the orbs what the outmanned buff gives. Double the effect and move these orbs into the Garrisons.
Kill spam - We don't need names but we do need a target and seeing who killed who recently and WHERE goes a long way.
Queues snooze - Ditch the queue system. This goes right along with the persistence of the world. Jumping in and out of WvW as you see fit.
Tyria Falls - Dungeon that resides under the entire WvW map that's connected to each borderland that offers up everything from traps to rewards to bosses to loot to jumping puzzles. It's only unlocked once a server holds the majority of the objectives.
Commander calls - Remove the gold restriction of the commander icon and place it on required WvW rank. Give elevated priviledges to the commander such as supply route placement, better identifiable waypoint and objective assignment.

This is just a small start.

Edited by Combat Medic, 31 December 2012 - 04:55 PM.


#87 Xsesshoumaru

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Posted 31 December 2012 - 05:05 PM

i'm not so much worried about culling, i think they should change it back to where enemies rendered first before allies, it was a quick fix but i think it will due till some of the larger issues are fixed

#88 Impmon

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Posted 31 December 2012 - 05:43 PM

Commanders should have more options then what they have currently which is next to nothing.  Considering it costs 100g I'm surprised people haven't complained about it.

1.  Command.  They should be able to command npc's.  If a keep is being attacked they can command the npc's to move to area's that actually need defending instead of standing staring off into space.

2.  Commander Armor.  They should have some kind of cosmetic armor to go with the 100g purchase.

3.  Scouting. Assume the field of vision of anyone on their side to scout positions.

4.  Vote commander.  If there's more then one commander & one is apparently useless you can vote to have that commander status turned off in favor of another.  To avoid 5-6 commanders being in one map.  Along with just turning off their status.

5.  Allocate supply.  One keep has zero supply & is going to fall under attack soon.  The neighbouring keep has 500 supply.  The commander can order dolyak supply runs with npc guards & people that travel to the other keep & provide reinforcements

6.  Manage Siege Equipment.  A commander knows where siege equipment is placed via icons on mini map & mousing over will tell them how much is required to complete construction.  Also a commander can destroy siege gear that isn't needed or placed to mess up their teams total siege count.

7.  Command Troops.  In the absence of player defenders a keep will spawn a number of npc defenders who will work to repair if supply is present & utilize siege gear left by players to defend the keep.  The commander can take control of these npc's who can be purchased just like minions from GW1,  defender, ranged fighter, wizard, etc.  This will help defend keeps when people aren't around in the off hours.

#89 matsif

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Posted 31 December 2012 - 05:53 PM

View PostCombat Medic, on 31 December 2012 - 04:54 PM, said:

Tyria Falls - Dungeon that resides under the entire WvW map that's connected to each borderland that offers up everything from traps to rewards to bosses to loot to jumping puzzles. It's only unlocked once a server holds the majority of the objectives.

I don't see how this will help.  While the dungeon is up the borderlands will get swarmed by PvE players who don't want to actually do WvW, and with the queuing in place currently actual WvW players will get locked out to people just rushing the dungeon, and the dungeon will close to the first server and open to the next, recreating the process.  All its going to do is put more PvE players into WvW that aren't there to actually fight, and keep actual people who want to fight out of WvW due to the new queues it will bring up.

Sure you will get some PvE players who actually want to play the dungeon to go into WvW and fight to take objectives to open the dungeon, but as soon as it opens they will drop fighting for the dungeon.  Not to mention you'll probably get a lot of people waiting around doing nothing until their server takes enough places to open the dungeon, and some lower tier servers might never get the ability to see the dungeon, causing people to leave these servers to experience content.

#90 mozambique

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Posted 31 December 2012 - 05:57 PM

Dragons in EB.  

(Eg.  Take all 3 Keeps, a Dragon can be summoned in 15 min by a commander to attack or defend SM.  Precursor chance for summoning/killing dragon)




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