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krmatth.3904

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  1. So I’m going to retread a post I made in 2018 that is very similar to this discussion. My point at the time was to try and start a discussion on what “GW3” could/should look like. The comments you all have made are along the same lines as what I was looking for in discussion (but never really got). Here’s my retread FWIW: Let's have some fun for a change. I play mainly WVW and, to be honest, I've grown tired of the debate on how to fix that mode. But that debate got me thinking that a solution that addresses only WVW and not the whole game may not be best for the longevity of the Guild Wars franchise. Why can't we have something that integrates all the modes into a Guild-centric game reflective of the franchise name "GUILD WARS?" What would the Guild Wars franchise look like if Arena Net decided to use the mechanics and maps currently found in GW2 and introduced an economy and strategy system that rewarded Guilds and Alliances and not just individuals? Want the best gear? Want to spend less for "necessities" like food and utilities? Want to waypoint from one map to another with less cost than other people? Join a guild, start a guild, form an alliance between guilds. The basic structure underlying GW2 is strong enough that making changes to the economy and rewards system could produce an entirely new game. The intent of this post was twofold: generate ideas that would foster the growth of the Guild as the center of the game community (now I don't want my WVW server back so much) and identify ideas that would reward guilds who are successful across the spectrum of the game and not just in one mode. So, what would that look like? What follows are my ideas only. I would love to hear what others in the GW2 community, would/could be looking for in GW3 or a future "realignment" of GW2 or in GW3. There are several boundaries I'd ask everyone to stay within: Existing GW2 maps are to be used (all maps...open world PVE, WVW, EOTM)Existing GW2 game modes (open world PVE, WVW, and PVP) must be integrated into one "rewards" structureGW2 game mechanics such as use of skills and NPC interactions will not be changedSo, to start things off, here's what I was thinking: This version of the game would be focused on guild level performance during "seasons" which run as described below-- Each season is three weeks long-- There is a one week "intermission" between each seasonGuilds will be grouped into size/experience classes based on-- Number of Guild Members-- Participation rates in all modes (PVE, WVW, PVP)-- Guild size will be limited to 200...Yes, decisions will have to be made on who stays and who goesPlayers can be in multiple Guilds but only play in one Guild per size/experience class at a time-- I'm in a guild that is 500 strong, does WVW, has multiple PVP teams, and does world events - my large guild-- I'm also in a 50 person Guild that is PVE only - my small guild-- Players must declare/change their play guilds during the intermission week onlyGuilds will receive an overall Guild Score at the conclusion of each "season"-- PVE Component--- World Events participation score--- Map Completion--- Fractal's Accomplished--- Dungeons Completed--- Raids Completed--- Life Skills Accomplished---- Gathering---- Lumbering---- Mining--- Guild Missions Completed-- WVW Component--- Participation-- PVP Component--- ??? Need help here as I don't/have never PVP'd-- GVG Component--- Guilds can declare war on another guild but that declaration must be accepted to be in effect---- Makes each member of each guild "vulnerable" to the other guilds members across each map/mode--- War makes players of each guild vulnerable to each other on any map (PVE, WVW, EOTM)---- Large scale combat - Scheduled GVG, Raids on "hostile" Guild Maps----- Waypoints can be used by both...---- Small scale combat - 1 v 1/some v some on a non WVW/EOTM Map--- A guild declining a GVG challenge will pay a fine to the declaring guild...amount TBDAlliances between guilds would be encouraged and rewarded-- A lead guild will form and manage each alliance--- Build alliances based on proficiencies of all guilds...PVE, PVP, WVW--- Lead guild negotiates terms with other guilds...will require a new user interface to feed score/reward algorithms---- Share of revenue streams from guild controlled maps---- Transfer of guild items between guilds (can't build WVW siege, your partners can transfer/sell some to you)---- Schedules/plans for WVW commanders, Raid leaders, crafting needs, etc.-- The size of an Alliance must somehow be "controlled" to promote competitiveness--- Maybe award bonus points for an alliance that is comprised of multiple small guilds more than one of large guilds-- The Guild Scores of alliance members would be factored into the overall end Guild Score of individual guilds--- I'm not sure what that algorithm would consist of but it's needed---- An additive score may give a large alliance too much control of everything and not promote competitiveness---- Something that amalgamates inversely proportional to Guild size is interesting----- The smaller the guild the more their guild score counts for the larger guilds in the alliance individual score----- This could compel fight guilds to seek alliance with smaller PVE guilds (crafters/gatherers/Raiders/etc.)The one week "intermission" period between seasons exists to:-- Allow Anet time to process which guilds control which maps-- Allow guilds to change/form alliances for next seasonGuilds "bid" for control of one existing PVE map-- Map control based on overall Guild Score achieved during the last "season"-- Maps with "World Events" more desirable than those with no "World Events"--- Collect a fee when non guild member enters map through portal from another map - transfer fee--- Collect % of fee when waypoints used to access world events like Shatterer/Tequatle/etc-- Map control starts at reset for the start of the next "season"-- Owning Guild receives a percentage of funds collected when marketplace/sales point NPC's used--- Food/Utilities (for example) cost less in a map your own guild owns--- Emptying your bags on a map your guild doesn't own gives percentage of sale to owning guild-- Guilds can designate their maps PVP or PVE for the period they own the map (this might not go over well)--- PVP map is open warfare but reduces the opportunity for collecting fees--- PVE map is fewer opportunities for fights but more opportunity for collecting fees--- ANET WORK: mark maps in some manner to indicate status to everyone prior to entering-- Cultural cities (Lions Arch, Divinity's Reach, Etc.) count as a map and are available for guild controlGuilds must be in existence for two seasons before they may bid on control of a map"REVENUE" STREAMS-- PVE--- Marketplace (MP)---- Ten percent (10%) of each sale within a map goes to the guild storage coffer---- Alliance guild members are not charged the additional fee--- NPC's---- Ten percent (10%) of each sale within a map goes to the guild storage coffer---- Alliance guild members are not charged the additional fee--- Cultural Vendors---- Ten percent of each purchase is converted into some credit guilds can spend for guild specific items---- Alliance guild members are not charged the additional fee--- Waypoints---- All Waypoint fees go the guild controlling the map at the time of the transit---- Alliance guild members transport for free across Alliance controlled maps--- Map Portals---- Entrance to map your guild doesn't control will require payment of an entry fee (TBD) to the controlling guild---- Alliance guild members are granted free entry into Alliance controlled maps-- WVW--- MP vendors send ten percent (10%) of each sale to guild having highest score on that map at the time of the sale--- NPC's send ten percent (10%) of each sale to guild having highest score on that map at the time of the sale-- PVP--- ??? Need help here as I don't/have never PVP'd-- GVG--- Each guild in a GVG situation contributes gold from their guild fund/storage (cost TBD) to the reward kitty--- Winner take all--- Losing guild pays a doubled fee for using waypoints within the winning guilds maps for that season--- Losing guild pays a doubled fee for entering the winning guilds maps for that seasonREWARDS-- Guild Store--- Guild members procure "better" stuff here---- Weapons---- Armor--- Guilds procure stuff here that makes them better at guild things across the modes---- Siege---- Buffs and Boons--- Purchase additional Guild Content---- Access/early access to new Raid Wings---- Access/early access to new and/or higher level Dungeons and Fractals-- Crafting--- Guilds will be able to craft items and place those they deem "excess" up for sale on the Guild Market Place--- Individuals will be able to craft items and place them onto the Market Place---- A fifteen percent (15%) placement fee is charged at time of each sale, fee going to the member's guilds fund---- Should a player not belong to a guild, the 15% fee goes to guild that controls the map where the sale occursI would love the game to become one where "success" is determined by those guilds that are proficient across all modes and know how to cooperate with other guilds. I would not desire seeing one where one guild could become so large that it could dominate on it's own. I'm not sure where the cutoff line on size should be but I believe there needs to be one. To rise to the top, a guild would need to be adept at both strategy and button mashing. As I said above, my main play mode is WVW. I thought about placing this in the WVW forum but I think that people who participate in other modes would have to make contributions for this discussion to be fun. I don't want to put a post in every forum. So, if anyone thinks this thread is worthy, please let others know it's active (big assumption) in this area. My apologies if this has been done before (I haven't seen that/those posts). Thanks for reading and let's hear your ideas.
  2. LOL...I play many classes as you brilliantly point out, and all equally poorly. No one is forced. If you don’t want to participate then go play Pokémon for a week. As others have said, not much chance of this happening but, assuming the power/condi kings could put their 10,000 lb egos aside, I still think it would be fun to watch people struggle to survive with a class they may criticize/call to nerf so easily. Glad this stirred some small amount of comments and fun (love the Moa thought Chaba).
  3. Anyone else tired of the pew pew about this or that class needing nerfed or buffed? Hey Anet, how about forcing everyone to play the same, unloved specialty for a week in WVW. At reset, when you enter the Mists, you find that you, and everyone else, are all Chrono's, or Rangers, or Spell Breakers. Everyone gets a preassigned weapons and armor set...no changes allowed...maybe allow changes in builds to allow for a "better" appreciation of what that class can/can't do. We'll get to see what commanders know how to lead, what players know how to work the game mechanics, who can learn fast, and who is just spoiled with their own builds to the point they sit the week out. Will this stop/reduce the pew pew about OP classes? I doubt it, but it should give everyone who plays somewhat of an appreciation for what the other classes can/can't do. Oh, and don't announce the when or what...just let us enter the Mists and be shocked. From a coding aspect this has to be easier than Alliances or new maps, right?
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