What can we do to save WvW?
#91
Posted 31 December 2012 - 06:02 PM
Move everyone to the first three tiers, so we'll have competitive matches. Thats what we can do.
#92
Posted 31 December 2012 - 06:29 PM
That doesn't mean, of course, that the only way for an MMO to succeed is for it to "not be fun." The folks who enjoy a gear grind no doubt find that fun, too. The thing is, you ultimately need a balance to try to keep as many people interested as possible, and what experience has shown is that people who don't like a gear grind will put up with it to play a game that they think is fun, but people who seek a more tangible reward will not play a game that doesn't have one just because it's otherwise fun, because they can always go and get both somewhere else.
#93
Posted 31 December 2012 - 07:25 PM
#94
Posted 31 December 2012 - 07:29 PM
#95
Posted 31 December 2012 - 10:46 PM
matsif, on 31 December 2012 - 05:53 PM, said:
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.
There would be no queues based upon my list. Only way to see the dungeon is to fight for the server. Plain and simple, it worked for DAOC it could work here but the other components have to be in place as well. Contrary to your statement it would encourage plenty of people into the WvW area where the fights would be unavoidable.
#96
Posted 31 December 2012 - 11:02 PM
- Improved scoreboards and stats - Player, Class, Guild, etc. Most people want to be ranked. It worked great in older FPS games like quake and it would work great here.
- Victory conditions which include holding a fort not just taking it.
- Personal rewards that include skins, titles, etc for completing daily, weekly and monthly objectives
- Constant NPC raids on undefended targets that opposing players could join. The larger the empire the harder it would be to defend.
- More map variety... I assume this should go without saying.
- Siege weapon friendly fire. Make working siege particularly for defense all the more important.
#97
Posted 01 January 2013 - 02:44 AM
So many new players frothed at the mouth about WVW when the game first came out like it was the best thing there ever was. Go read the early posts about WVW when the game was in beta & at release. The higher up's in Anet saw all that and prob said, Ok WVW is fine don't allocate anymore man hours to that aspect of the game.
This is why we suffer now.
#98
Posted 01 January 2013 - 03:23 AM
Impmon, on 01 January 2013 - 02:44 AM, said:
So many new players frothed at the mouth about WVW when the game first came out like it was the best thing there ever was. Go read the early posts about WVW when the game was in beta & at release. The higher up's in Anet saw all that and prob said, Ok WVW is fine don't allocate anymore man hours to that aspect of the game.
This is why we suffer now.
#99
Posted 01 January 2013 - 08:13 AM
ShezuTsukai, on 31 December 2012 - 02:39 PM, said:
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.
When you see a zerg, you should feel giddy. You should be thinking "I count 20.. 30... 40... 50 bags of loot!"
If you don't, then its your fault for not joining a coordinated WvW guild or starting some coordination yourself.
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"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"
You could use a balista. If enemies are clumped up, you nail an unlimited number of targets with 5-7k damage at arrow cart range.
Edited by Alaroxr, 01 January 2013 - 08:17 AM.
#100
Posted 01 January 2013 - 11:11 AM
I'll check back from time to time to see if ANet ever delivers on WvW, or fixes their game engine, until then it's Planetside 2.
And I have to agree with the server resets. That's getting ridiculous. Leave the servers as is. Let the populations sort themselves out that way. WM just moved to Kaineng, now Kaineng is going to jump spots until it's at least in tier 2.
Get rid of the score board, get rid of the gold cost (use karma/supply), get rid of the culling. Get back to making a game, not making pretty award show pony, and the people will come back.
Also anet can't really be serious about their cash shop, it's cheaper to buy gold from a gold selling site and conver it to gems for cosmetics than it is to pay Anet directly.
Anet needs to stop allowing Gold conversion to Gems and then it will start making money.
#101
Posted 01 January 2013 - 02:25 PM
#102
Posted 01 January 2013 - 02:56 PM
If that's how ANet feels WvW should play, then that's how it is.
Sorry for not actually contributing. I'm never was a big WvWer, so my opinion on how to improve it would get shot down immediately, anyway.
#103
Posted 01 January 2013 - 03:20 PM
#104
Posted 01 January 2013 - 03:40 PM
Impmon, on 01 January 2013 - 03:20 PM, said:
I don't know on what serv you played, but DAoC was (and is still is) a zerg game. Only a minority of guilds/players were playing 8man style.
#105
Posted 01 January 2013 - 07:00 PM
In one game small units can flip anything that's not protected.
In the other it's mostly impossible with all the NPC alerts.
Remove the gold cost of upgrading, remove the gold cost of repairing, Give bonuses based on what you own and how much. Make terrtiory control feel like progression. Currently each objective is too insulated from the grand scheme of things. Also remove all NPC. Every single objective NPC. Keep the flavor NPC's but each objective needs to be protected by people, not npcs.
The defneses need to be beefed to protect the investment of the players. When you remove the costs, you can remove the barriers and allow smaller groups to be more effective overall so there isn't a need to run in a large group... just to put down siege weapons to take a keep.
Then they just need to replace the entire game engine so they can have a decent sized map instead of a map barely the size of Alterac Valley, and to avoid culling.
Edited by Soulstitchmmo, 01 January 2013 - 07:03 PM.
#106
Posted 01 January 2013 - 08:16 PM
#sorryforthebadnews
#107
Posted 01 January 2013 - 08:20 PM
Alaroxr, on 01 January 2013 - 08:13 AM, said:
Killminusnine, on 01 January 2013 - 08:16 PM, said:
Personally, I don't think the DAoC system of permanent matches would work here, because they'd need to implement some sizable amount of content to give WvW purpose. They'd be better served loosening the rating system up some, and moving back towards shorter matches. I'd even go so far as to try to mimic the professional sports, with dozens of relatively short matches constituting a "season," and some sort of playoffs capping every season.
Edited by Millimidget, 01 January 2013 - 08:27 PM.
#108
Posted 02 January 2013 - 01:14 AM
It would never happen but I wish WvW was actually on the PvE map. Or WvW was on on a single, much larger map than it currently is. The wvw world just seems so small to me.
It could still be broken up by maps/zones and have queues too, but you could go much further abroad and fight different people at will.
#109
Posted 02 January 2013 - 01:39 AM
Slashpaf, on 01 January 2013 - 03:40 PM, said:
Wasn't like that when I played. I was on lancelot. Everyone made fun of albion for being the alb warder zerg. People also 8man'd because you got more realm points which meant faster realm rank gain. You actually had incentive to pvp
#110
Posted 02 January 2013 - 01:50 AM
Of course Anet isn't that kind of developer, and they know their engine can't support the promises they made. The best you can do is make the best of the WvW, and not take it seriously at all.
#111
Posted 02 January 2013 - 05:38 AM
Impmon, on 02 January 2013 - 01:39 AM, said:
Some one start a petition to hire this fool to fix Anet's rvr shit. Please.
Warhammer's PvP wasn't bad by any stretch. While it blatantly promoted Zerg tactics, 6 mans still destroyed zergs.
A 6 man still had had a glimmer of chance to beat and deconstruct a full 30 men bulldozer.
I miss Kardrin Valley and Praag.
Hell a 24 man can wipe a freaking filled instance of a full 50 man seige.
This crap WvW shit is a joke.
And culling is really not the worst problem here. There is nothing to cull in NSP.
Edited by omar316, 02 January 2013 - 05:48 AM.
#112
Posted 02 January 2013 - 03:43 PM
Antithesis, on 29 December 2012 - 01:03 AM, said:
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.
lots of people leave, they have to spend less on server resources.
OP: i want Anet to look at planetside 2, then start copying everything. EVERYTHING.
deployable spawnpoints? * yes, give defenders a reason to sally out and destroy the deployable spawnpoint.
multiple cap points located pretty far apart? forcing the zerg to at least split up a little.
and my biggest buttclencher: fix siegeweapons so people actually fear them. now nobody cares they get hit by an arrow cart.
#113
Posted 02 January 2013 - 03:50 PM
Skolops, on 31 December 2012 - 06:29 PM, said:
That doesn't mean, of course, that the only way for an MMO to succeed is for it to "not be fun." The folks who enjoy a gear grind no doubt find that fun, too. The thing is, you ultimately need a balance to try to keep as many people interested as possible, and what experience has shown is that people who don't like a gear grind will put up with it to play a game that they think is fun, but people who seek a more tangible reward will not play a game that doesn't have one just because it's otherwise fun, because they can always go and get both somewhere else.
dude, the gear threadmill thingy? that's where a company releases a few new dungeons every month and you have to do them to keep having the strongest gear in the game.
it has nothing to do with earning experience, ranking up or getting some kind of recognition/unlocks.
#114
Posted 02 January 2013 - 04:59 PM
Serris, on 02 January 2013 - 03:43 PM, said:
deployable spawnpoints? * yes
It's not like they haven't thought about that. In the game files, there is a description of a guild upgrade or item called "Guild Portal" or something to that extent, which said that a guild leader could open a portal anywhere through which guild members could directly teleport to his position.
#116
Posted 02 January 2013 - 08:47 PM
- WvW rewards in the form of ranks, skills and/or new armor styles.
- Commanders should be able to add or kick people from his squad.
- Only commander messages should appear in a different colour in the map chat.
- Killing info spam in the combat tab.
- Make the matchups two-week long.
Oh, and I'm against some of the proposals in this thread:
- No orbs (removing them was a good decision)
- No server merging.
- No communication between enemy players (that easily leads to cheating).
Otherwise the WvW in this game is quite fine. Second best siegefare so far (after DAoC). Keep the good job.
#117
Posted 02 January 2013 - 09:58 PM
asbasb, on 02 January 2013 - 04:59 PM, said:
no, not just the deployable spawn. EVERYTHING
respawning in castles? yes, this gives the feeling you're fighting a castle filled with defenders.
one commander leading multiple squads, each with their own easily identifiable waypoint? yes, break up that zerg!
#118
Posted 02 January 2013 - 10:12 PM
Serris, on 02 January 2013 - 09:58 PM, said:
respawning in castles? yes, this gives the feeling you're fighting a castle filled with defenders.
one commander leading multiple squads, each with their own easily identifiable waypoint? yes, break up that zerg!
Yeah. The more they make WvW like PS2, the more awesome it will be. PS2 is the new standard for MMO World PvP
#119
Posted 02 January 2013 - 10:22 PM
borovnica, on 28 December 2012 - 09:53 PM, said:
TBH what is WvWvW? Some servers have lost all their WvW crowd to other servers and those servers have pretty much dropped from first to last. My server has steadily lost people and now losing even more while some servers are gaining some from those leaving. If every single server had the exact same population and coverage, then yes, being first in WvWvW does mean something. But it doesn't. All it has is numbers and coverage strengths and weaknesses. So yes, queueing up as three sides does make sense in a way.
Or we could just keep free tansfers open forever so people can just keep piling onto whatever server they feel will hold their interest or just cause others to quit because they don't like what is happening to their server. Or we can just merge servers and rework the tiers.
#120
Posted 02 January 2013 - 10:30 PM
That said there will probably be WvW players for as long as GW2 is viable simply because it is fun and a nice extension to the game. However they really need to fix culling... every time I get hammered by the effect it pisses me off just a bit more.
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