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Curious, WvW fans, do you want any new gameplay features? If so What?


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Talking about besides Population balance and class balance. thats a different off topic subject.Do you all generally want new gameplay features in WvW or not?

Because as more people leave WvW, I figured new fun concepts could repopulate the WvW and make it more fun to play. But Some people seem to be against new concepts being added to WvW that can shake up the gameplay. I was wondering where most of you all stand on this subject.

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At this point, no. If it takes as much time for moss to grow on my toesnails in the current version of things and what is proposed to happen, I don't want to reset their timers and play the waiting game again. Also I'm afraid that each new gimmick they add just drives the knife deeper. Also a big hell no to battle royale :PAs far as new fun concepts go, they are trying to do that with events.

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@Knighthonor.4061 said:Talking about besides Population balance and class balance. thats a different off topic subject.Do you all generally want new gameplay features in WvW or not?

Because as more people leave WvW, I figured new fun concepts could repopulate the WvW and make it more fun to play. But Some people seem to be against new concepts being added to WvW that can shake up the gameplay. I was wondering where most of you all stand on this subject.

I think there’s plenty of features people would like. Mounts was just a bad way to try and reignite the flames of war.

people really want more dynamic play. People want consequences to actions and people want to be rewarded properly for the amount of time and effort they put into the game mode.

I think one thing people would like is to spruce up the individual impact each player has over the course of a skirmish or match. Consider Black ops operations with regards to the American army for example. Blacks Ops are arguably more important in deciding the outcome of a particular battle and a long term outcome to win a war. Taking out important marks, which you can say is equivalent to pin sniping is one such black operation that can match this level of complexity.

Of course I believe that pin sniping isn’t really all that engaging since it is in the midst of battle, but for example having a commander shouldn’t just mean running around in a blob, but being able to decisively direct supply, forces or weaponry can make a commander a valuable target which gives incentive for enemy players to take them out. Thus a way to take them out that’s engaging would have to be implemented.

Think about the sky hammer mechanic. Let’s say it’s possible for only a commander to gain control of said mechanic in a WVW setting, than it becomes imperative for an elite task force to reach and neutralize said commander.

This brings up a slew of redesigns such as redefining what powers a commander can have and whether it should be acquired through just gold purchase...

Anyway I’m sure you get the idea of what I’m proposing here.

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Better balance.No downstate.Removal of all siege except rams and oil.Limit rams to 3 per gate. Only gates take damage. Damaging a structure is the only thing that contests them.Fix the damn walls, whether that means raise them so only targetted ranged attacks can be used each way, or some other solution, but it should not be a 100% attacker advantage.

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If they could rework the far south and far north of the alpine borderlands into something a little more that would be cool.

Turn the old orb area in nnc into a capture and the ssc windmill into another capture that both grant 200% mf each or something crazy and the server that controls both gets 500% mf instead. Alter the areas a little sort of like how they redid the lake into the ruins. Ruins was without a doubt thee best modification to the alpine borderlands.

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This meta's boring

Roaming is either fight a holo, soulbeast' OR other cheesy self-perpetious class, getting sieges when you kill Them once OR roam on a class like zealot firebrand ('roaming on minstrel fb noob:')

Smal scale is busted by classes able to go full support Gear like minstrel, there's no Risk in supporting, Gear like cleric asked to run vitallity besides your Gear otherwise you busted. Support, insta rezzes and mount stomps fuck these up

Midi scale is okay at this point: (10-20) still is 80% of the comp taken by 4 classes...meaning variety and freedome of builds is very restrictie

Large scale is very punnishing and max risk-max reward attitude, i can go firebrand and spam mantra's OR scourgr and spam shades, by the time i need Them the fight is over

This game mode doesn't need rewards, IT needs to feel.rewardingStop spamclassesStop powercreepStop supporting bullshit

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a random super npc roaming the borderlands which is almost unkillable and attacks structures in a pattern.

imagine zhaitan taking stuff. or better yet an ai. with the directive, seek and destroy.

appears every start of the two hours and rampages for an hour or until kiled.

the three servers can opt to figure how to kill it. but at the same time kill each other in the process.

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@Sovereign.1093 said:a random super npc roaming the borderlands which is almost unkillable and attacks structures in a pattern.

imagine zhaitan taking stuff. or better yet an ai. with the directive, seek and destroy.

appears every start of the two hours and rampages for an hour or until kiled.

the three servers can opt to figure how to kill it. but at the same time kill each other in the process.

Have something like how simcity sends a disaster once in a while, maybe it can even help outnumbered haha.

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@DemonSeed.3528 said:

@Sovereign.1093 said:a random super npc roaming the borderlands which is almost unkillable and attacks structures in a pattern.

imagine zhaitan taking stuff. or better yet an ai. with the directive, seek and destroy.

appears every start of the two hours and rampages for an hour or until kiled.

the three servers can opt to figure how to kill it. but at the same time kill each other in the process.

Have something like how simcity sends a disaster once in a while, maybe it can even help outnumbered haha.

yes. yes. it would be so much fun.

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Undo the pro-zerging mechanics from HOT

  • Don't apply marked to enemies when an objective has RI. Zergs should have to sweep objectives instead of just looking for dots on the mini map.
  • Require someone to manually trigger upgrades.

Introduce a new borderland map

  • Use shorter distances like the alpine borderland so it's easier to PvP.
  • Maybe have a tropical theme. It could have a large lake in the middle with underwater bloodlust capture points for those who are nostalgic for the old quaggan lake.

Gemstore items

  • Guild mount skins and armor skins.
  • Custom objective skins.
  • Custom siege and projectile skins.
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Easy stuff:Commander gets special action key banner. Banner grants whole squad affecting skills, but won't work on anyone outside squad. Can only be used only by commander.Less particle effects, more fps.

Medium stuff:Mini EOTM. Smaller map for fewer players. And it has to be fast action. Not marathon simulator. Something to have fun with while in queue.

Heavy stuff:Guild dominance battle over astral. Certain number of battleground like maps (it can even be same map design). Guild "ownes" the map. Other guild bid to attack map. Owning guild can match bid of forfeit, in case of forfeit second highest bid will be second guild fighting. Same guild can bid on X number of maps. Fight is once per week. Winner takes it all (maybe add taxes. so 90%?). Fight takes place at prime time (Fri-Sun). Guilds are given option to prioritize day and time from the list. Best match is then set as fight start. Fight lasts for 2-3h. Winner is the new owner until next fight. Bids start on Tue.Guilds can do "friendly matches" and train by inviting other guild. In this case fight starts 15 minutes after invited guild has accepted invitation. No reward apart from satisfaction and battle adrenaline.All players can open astral map and admire glorious victors and proud owners of map section. (Take it as a ranking)If more than one design of map, add prioritization to type (something like sPvP map selection before match).

Will add more later.

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@Sovereign.1093 said:a random super npc roaming the borderlands which is almost unkillable and attacks structures in a pattern.

imagine zhaitan taking stuff. or better yet an ai. with the directive, seek and destroy.

appears every start of the two hours and rampages for an hour or until kiled.

the three servers can opt to figure how to kill it. but at the same time kill each other in the process.

I like this idea of some kind of meta event in Borderland map that can be done by the team that spawns a powerful creature or effect in the Eternal Map

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@Knighthonor.4061 said:

@Sovereign.1093 said:a random super npc roaming the borderlands which is almost unkillable and attacks structures in a pattern.

imagine zhaitan taking stuff. or better yet an ai. with the directive, seek and destroy.

appears every start of the two hours and rampages for an hour or until kiled.

the three servers can opt to figure how to kill it. but at the same time kill each other in the process.

I like this idea of some kind of meta event in Borderland map that can be done by the team that spawns a powerful creature or effect in the Eternal Map

You guys remember Desert Borderland Meta Event and how that turned out to be?

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@Rod.6581 said:

@Sovereign.1093 said:a random super npc roaming the borderlands which is almost unkillable and attacks structures in a pattern.

imagine zhaitan taking stuff. or better yet an ai. with the directive, seek and destroy.

appears every start of the two hours and rampages for an hour or until kiled.

the three servers can opt to figure how to kill it. but at the same time kill each other in the process.

I like this idea of some kind of meta event in Borderland map that can be done by the team that spawns a powerful creature or effect in the Eternal Map

You guys remember Desert Borderland Meta Event and how that turned out to be?

dont remember that since I didnt play the borderlands in HoT. Honestly Borderlands need something to make it more appealing to the playerbase. Because that split the population into 3 already.

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The problem is if you suggest any type of pve event or mechanics it will be rejected by the "hardcores" in this forum, hard to say if it would really be rejected by the greater mass of wvw players cause I would guess only a small percentage actually read the forums.

There's plenty of other types of mini gameplay events you could add, like king of the hill, capture the flag, resource collection, murder ball, escort like the old orb, battlegrounds, battle royales, but anet only seems to want to do conquest hence spvp and blood lust ruins.

The other problem is what they have with rewards, they want to make sure it's as stingy as possible to avoid abuse of any kind and certainly not more rewarding than pve, so it's hard to come up with motivating rewards, although there's limits you can always set, but they don't seem to want to do anything of the sort. They won't even give out extra skirmish tickets for repeating chests.

Wvw itself could use some new changes to freshen up the game play, ppt play has gotten old for many, to the point that they leave the mode or the game altogether. There's been suggestions for this, like in eso rvr where you can capture the surrounding points around a tower to prevent players from porting into towers to defend which forces them to run from the next nearest tower, or capture the points back, but wvw is too small for this concept. But an example of this could be like you have to capture 2 of swt and swc or nwc to contest the port into bay, but if you lose one of the two then the port becomes uncontested again. That type of game play can split up larger forces.

Warhammer I believe had the same system in which you had to capture 2 of 3 points in order to make the tower vulnerable to attack, if you lost one of the point during the attack it would go back to being invulnerable, so you had to keep parties around to protect the points. Once you took a tower out for the area it was locked for 15mins.

Another type of change they could make is a lattice system which is seen in games like Planetside, in which you need to capture structures in a certain order through a lattice line, this forces a definite front line of battle, an example of this would be you would need to capture swt bay nwt in order to hit garrison. But in that game the maps were bigger and the structures also served a secondary purpose of giving bonuses which spread to other structures in the lattice links, some unlocked heavy vehicles, or special weapons, or provided shields to the gates, or airships for faster troop movement.

Completely capturing a continent also locked it down from enemy attacks for a period of time, something in that mechanic we could look at to try and funnel the dwindling player base into certain maps to provide more action. But sneak attacks is one way to distract sides and pull them off from areas, so it might not work as well in wvw.

Following up on that you could also attach bonuses on structures in wvw, whether that's stat upgrades much like the bloodlust bonuses does, or provide certain map wide bonuses like ressing is 10%, or 10% more damage to downed enemies, etc there's lots of options I'm sure they could come up for this. Kinda like how the shrines provided bonuses to areas in desert bl.

The blood lust area could probably be changed from a 5 point conquest to something like a king of the hill type of event every hour. 2 people going around and capping a bloodlust is not exactly splitting up a zerg, but needing actual groups to take 2 mins to cap all 3 bloodlust at the same time would pause the game play and make people work as a team.

They could do little changes to gameplay such as blue capturing a red camp, then let the blue dolyak run out, if it reaches a red structure it will instead minus supplies from it, lets say it's because of spoiled rotten diseased supplies, or a big box of cow gas :) This could be a potential way for roamers and havoc teams to help drain t3 structures and prepare it for being hit by a zerg.

If they want to attract players they will probably have to provide faster game play and more fighting, players want to jump into wvw to play a couple hours and get some rewards out of it, most of them don't care to spend 3 hours trying to upgrade a keep that may just lose when they're not even on.So basically eotm type of gameplay (here comes the boos!). Let's suggest something like this.

  • Make all gates and walls one general level let's say t2 level, but upgrading t1-3 will still upgrade all the usual mounted siege and npcs and other services.
  • Killing a lord will provide a 10 min capped timed buff that boosts rewards from killing players, 100% extra badges and bags, and 10% extra damage to npcs.
  • For every tower and keep the defenders lose on their side they will get a zone wide buff of 2% extra damage to players, if they don't own the 4 towers on the map they have 8%, if they don't have ebg keep it's up to 10% on borderlands it's 14% because of 3 keeps. This is to provide some tug of war effects.
  • Each camp provides 2% res speed for defenders, or if enemy owned the enemy will do 2% more downed damage. In ebg this would total 8%, on borderlands it's 12%.
  • Reduce guild structure upgrades unlocks to 5, 10, 15 mins.
  • Mark enemies in squads for double duration on maps. Make defenders respond faster by making them panic at larger incoming attacks instead of waiting until last min.
  • Reduce siege refresh timers to 15 mins
  • Scrap everything said because players don't actually want/can't handle change and additions may just make wvw too complicated for newbies :)
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duell mode. i click on another person, choose duell. the other person gets a request for a duell like a squad invite. if the person accept the duell we are connected in duell mode. he can only get damaged, cc, etc by me and i only by him. no other people who take their chance to wait until im on cooldown to jump in with their fkn warclaws...

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