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WvW Reward At End Of Matchups


DonTry.1596

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Since many of people in gw2 like WvW I would recommend if Anet can reward players at end of Matchups (between end mu and reset) to reward them gift depend on tier servers and also depend on ranks :1st rank have higher reward2nd rank medium reward3rd rank lower reward[ It also procede with same procedure with tier ranks].Players whose didn't join any event in WvW (atleast complete 1 reward track item for example) Won't be rewarded for the this week's matchups reward.

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@DonTry.1596 said:Since many of people in gw2 like WvW I would recommend if Anet can reward players at end of Matchups (between end mu and reset) to reward them gift depend on tier servers and also depend on ranks :1st rank have higher reward2nd rank medium reward3rd rank lower reward[ It also procede with same procedure with tier ranks].Players whose didn't join any event in WvW (atleast complete 1 reward track item for example) Won't be rewarded for the this week's matchups reward.

Server-side rewards has quite a dilemma tied to them, let me try to give an example:

Someone on a winning server who played lets say 8 hours flipping some camps and AFK-ing will receive greater rewards than someone that played 30 hours of active gameplay.People will want their server to win to get this nice new bonus which theoretically would lead to more activity and more people actively trying to win however in practice you get what is called a bandwagon. People, or groups of people, moves to the winning server or over stacks another server in order to have easy wins in future matches.

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If you add a reward/incentive for people to win their total match-up or 2 hour skirmish round it would have to be small enough to not incentivize stacking as other people mention in this thread and other threads like this one. Along the same line of thought it would have to be a reward that is lower in value than what is obtainable in PvE in the same amount of time, to prevent things like the old EotM Karma/Loot trains.

With OP's example you'd end up with something like:

  • First place in skirmish for War Score, Victory Points, Highest K/D Ratio - Gain 1g (more for total match-up, tier dependant?)
  • Second place in skirmish for War Score, Victory Points, Highest K/D Ratio - Gain 75s (more for total match-up, tier dependant?)
  • Third place in skirmish for War Score, Victory Points, Highest K/D Ratio - Gain 50s (more for total match-up, tier dependant?)

Just some example values obviously. Then you would have to think about what makes a player eligible for these rewards. Do they have to be at max participation, defeat X players or capture X objectives within the 2 hour period/ total match-up etc. There are a lot of factors involved.

Personally i think it would be nice for WvW players to get some kind of minor reward for winning their match-up/skirmish that doesn't involve loot from tower/keep lords, heavy loot bags from kills etc. Reward tracks have some decent loot but are unrelated to actual player/server performance. The biggest problem as already mentioned is stacking. People want the loot/coin/etc, they will flock to the server with the best coverage/most commanders, etc. Thus why i think it should be a minor reward with no extreme differences between 1st/2nd/3rd. This may feel insignificant to the victor but the alternative is no reward at all.

In the end i think a lot of people will prefer having no server based reward at all to prevent even more stacking/inactive gameplay. (Tag x things during match-up, don't play until reset, claim reward etc.) Mabey there can be a reasonable option if they limit server transfers, big loss of gem income though. ;)

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How about weekly tasks?For example you have to defend one keep, escort one dolyak, revive one player, kill one player, build one siege, etc.Nothing too grindy and you get per task ~5-10s. Combined you get about 30 * 10s = 3g.

If we want to stay on tier/rank rewards: Maybe every server gets the same rewards, but if you rise in tier you get ~50% more and if you fall in tier you get ~25% less. That means the first/last server of one region aren't too much effected by bandwagoning and it would still give incentive to win the matchup.

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Just a shoot from the hip . . . maybe give each server (+link) a fixed amount of currency at the end of each skirmish (winner gets more, loser gets less), dependent on the tier → assign each player a part of it, dependent on how much WvW-EXP that player did earn during that skirmish, compared to his/her teammates. That could make low-covered servers and daytimes more attractive. Stacking would not make sense then.

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@enkidu.5937 said:Just a shoot from the hip . . . maybe give each server (+link) a fixed amount of currency at the end of each skirmish (winner gets more, loser gets less), dependent on the tier → assign each player a part of it, dependent on how much WvW-EXP that player did earn during that skirmish, compared to his/her teammates. That could make low-covered servers and daytimes more attractive. Stacking would not make sense then.

I scout, roam and defend objectives and dislike big fights in open terrain that is not fought over an objective. If you base the reward tiers on amount of WXP gained in a match I will be at the bottom since I don't do the big xp farm fights on EB even though I might be doing more for the server.

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@LaGranse.8652 said:

@enkidu.5937 said:Just a shoot from the hip . . . maybe give each server (+link) a fixed amount of currency at the end of each skirmish (winner gets more, loser gets less), dependent on the tier → assign each player a part of it, dependent on how much WvW-EXP that player did earn during that skirmish, compared to his/her teammates. That could make low-covered servers and daytimes more attractive. Stacking would not make sense then.

I scout, roam and defend objectives and dislike big fights in open terrain that is not fought over an objective. If you base the reward tiers on amount of WXP gained in a match I will be at the bottom since I don't do the big xp farm fights on EB even though I might be doing more for the server.

You're propably right. I don't have any statistics, but didn't see a noticable difference, for me as a natural roamer, and side-jobbing zergling. At least, I would agree blindly, that a very good roamer gets (much) less than a very good zergling in a dominating zerg on EBG. Hard to measure contribution, anyway.

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Players will just stack themselves then. This is the one behavior Anet needs to eliminate.. stacking. At all costs, they must disincentive people from stacking.

Maybe it's better to have weekly rewards exclusive to guilds only, completely absent of whether the server they sit on wins or loses. Things like kills or k/d ratio & objective capturing etc..

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What the reward system needs for wvw is promoting more fights rather than sitting on siege and running away if the enemy gets thru gate or walls. Then instead of orange swords replace it with an intensity system that the more factors of an actual fight going on increases rewards around that section of an objective. So if you just stay inside and use siege it won't progress the intensity for your server will only increase the ones trying to fight. So there is a disadvantage to not fighting which would be the carrot on the stick to get out and fight but as far as additional rewards that is the only kind of adjustment of the reward system that will help the game mode rather than just promote more boring problems to sprout up.

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I would like to have an incentive to actually participate in the efforts of my server winning the matchup.

Something like a few extra tickets and a special reward chest.

I would make it so that there's a reward for even playing in the weekly matchup.A few tickets, chests, wvw-track progress, nothing special.On top of that there's the additional reward for your server's ranking.Gold/silver/bronceEach giving additional tickets and special tokens that can be used for skins, items and other stuff.

So far, the only incentive to play wvw is to play for your own enjoyment.

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