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Reward System - Drops need to be improved - Fill WvW to Improve


DivineAlphaLight.2738

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For anyone who plays WvW, we all know that the reason why the matches are not fun is when there aren't enough people. Namely one side has 50 people and the other side has 10 = no contest.

  • WvW maps would fill up if you simply upgraded the reward system. Look at silverwaste farming groups and lab farming groups. If you improve the reward drops to be similar to silverwastes, then the maps would be full of people simply farming and we'd have good matches.

My proposition is simple - add in bags of gear drops for camp/tower/keep/castle captures.

5 bags of gear for each player - capping a camp10 bags of gear for each player - capping a tower25 bags of gear for each player - capping a keep50 bags of gear for each player - capping a castle

  • The WvW system is objective oriented and all the rewards should be based on objectives.

  • Would also be nice to see the timers removed off of siege equipment built, refreshing is annoying and there are plenty of ways to attack siege equipment. Even if there was a ton of siege equipment, there is limited space to build them, limited supply and a limited number of people to man them.

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The amount of gear you are suggesting is a bit too extreme I think, we already get extra rewards now from participation anyways. The most I'd want to see from flipping would be 3~5 from flipping keeps and SM. As for the timers, yeah they're inconvenient to an extent but siege is relatively cheap to get now and it helps get rid of troll siege in dumb places, unless you'd like to see flame rams everywhere for a week.

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You forget that we also get reward track rewards, wxp rank up rewards, heavy loot bags, skirmish rewards, and pip chest rewards, while pve doesn't.

I don't like the idea of stuffing too many rewards for capping a structure, as the amount of players and difficulty involved varies wildly. It's why the devs had a hard time trying to give more rewards without breaking wvw down into a mindless k-train, which silverwastes basically is, but you always need a zerg to eventually beat silverwastes. Any rewards that involve objectives will always be easier for the biggest side, servers like BG (who is still a heavy pve server) would have run over their opponents and run away with rewards.

If the rewards are too good we just might get into a situation of "win trading". Camps already flip like every 5 mins and can be solo'd, do we really want to hand out 5 bags every 5 mins to a soloer?, on the flip side for larger structures you will make it rain bags for smc flipping. We can get 50 bags each every 5 mins why wouldn't we just trade it then?

The siege timers are on there to help get rid of garbage or misplaced siege, long as the troll doesn't come back and refresh it.

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@XenesisII.1540 said:If the rewards are too good we just might get into a situation of "win trading". Camps already flip like every 5 mins and can be solo'd, do we really want to hand out 5 bags every 5 mins to a soloer?, on the flip side for larger structures you will make it rain bags for smc flipping. We can get 50 bags each every 5 mins why wouldn't we just trade it then?

This is a serious issue. The thrill we get from competition with each other always has to remain 1 step ahead of our love for loot, or the entire mode crashes.

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