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Most treat wvw like pve


Sansar.1302

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There is not a single way to play WvW and that's what is great about it. You can

* play blob v blob (call it GvG if you like).
* roaming solo to cap camps and towers or duel.
* be involved in your server position on the ladder, follow a commander and cap specific objectives based on what the enemy is doing, scout for your server.
* Be that annoying thief snipping out players coming out from spawn.
* Play for your weekly skirmish tickets or your gift of battle and caping a camp every 9 minutes.
* and I'm sure I'm forgetting a lot of ways to play, but all of them are fine (unless you are that one person walking into a wall for 2 hours at garri)

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3 hours ago, Colin.4568 said:

There is not a single way to play WvW and that's what is great about it. You can

* play blob v blob (call it GvG if you like).
* roaming solo to cap camps and towers or duel.
* be involved in your server position on the ladder, follow a commander and cap specific objectives based on what the enemy is doing, scout for your server.
* Be that annoying thief snipping out players coming out from spawn.
* Play for your weekly skirmish tickets or your gift of battle and caping a camp every 9 minutes.
* and I'm sure I'm forgetting a lot of ways to play, but all of them are fine (unless you are that one person walking into a wall for 2 hours at garri)

It is great and it is a problem. The players playing the different annoy each other. I don't know how often I heard "please leave the map, I cannot get my people in" or other players interrupting duels,... My suggestion would therefore rather be to create separate areas for the different ways to play. One can like this design optimal areas for the different ways to play. As an example, in a blob vs. blob, gates and walls are rather obstacles. A large open world would be more suitable. In the contrary, duelers need a more limited space to meet other duelers faster.

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2 hours ago, gloflop.3510 said:

It is great and it is a problem. The players playing the different annoy each other. I don't know how often I heard "please leave the map, I cannot get my people in" or other players interrupting duels,... My suggestion would therefore rather be to create separate areas for the different ways to play. One can like this design optimal areas for the different ways to play. As an example, in a blob vs. blob, gates and walls are rather obstacles. A large open world would be more suitable. In the contrary, duelers need a more limited space to meet other duelers faster.

In all fairness, most of these things are integrative in various ways.

The one thing that stands out a little bit is duels of all kinds (both 1v1 and GvG etc.), but their remaining popularity on maps (besides what unfolds emergently when roaming or raiding and turns into impromptu skirmishes or duels) mainly has to do with the technical limitions of providing for them. There are options, they've just never been fully available, functional or developed.

That the sPvP lobby is lobby is free but the WvW equivalent is either sold on the gemstore (AB) or sits in a halfbaked permanent beta since 8 years back (EotM) says everything anyone would need to know about ANet and WvW.

Edited by subversiontwo.7501
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7 hours ago, gloflop.3510 said:

It is great and it is a problem. The players playing the different annoy each other. I don't know how often I heard "please leave the map, I cannot get my people in" or other players interrupting duels,... My suggestion would therefore rather be to create separate areas for the different ways to play. One can like this design optimal areas for the different ways to play. As an example, in a blob vs. blob, gates and walls are rather obstacles. A large open world would be more suitable. In the contrary, duelers need a more limited space to meet other duelers faster.

yes this is correct, but i honestly think that the ppt is what that need to change maby eaven get terminated

 

i view ppt in its current form with 50+ ppl capping  stuff uncontested for hours only as a way to farm wvw revards without doing any wvw.

 

you should have to fight ppl to get any reward imo

capping an uncontested structure should not give any reward

 

a cool way to do this is if they would make gates on all structure open if nobody is inside

 

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9 hours ago, gloflop.3510 said:

It is great and it is a problem. The players playing the different annoy each other. I don't know how often I heard "please leave the map, I cannot get my people in" or other players interrupting duels,... My suggestion would therefore rather be to create separate areas for the different ways to play. One can like this design optimal areas for the different ways to play. As an example, in a blob vs. blob, gates and walls are rather obstacles. A large open world would be more suitable. In the contrary, duelers need a more limited space to meet other duelers faster.

Won't work, at this point I've been practically told every conceivable spot in WvW has been a dedicated dueling zone for years. So duelers are gonna do what they wanna do, and they're gonna scream like a banshee when you don't immediately know about their dueling spot.

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On 3/5/2022 at 7:15 PM, Dawdler.8521 said:

If only Anet would have treated WvW like PvE we maybe would have gotten some fixes for the things that's been broken for 5 years. 

I think the same thing. and I can't understand a company's strategy of taking care of their product.

probably this game mode does not bring any economic benefit, it is only my deduction.

for sure recovering ground on this side will be a road all uphill.

I say this with some regret being a full time wvw player when I can connect. and yes I bought the expansion , just to give my small economic contribution to help your earnings so that you can dedicate the right staff to take care of your product.

30 euros that you willingly pay even every year if it is what you need to have an adequate service available for my game mode

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If you remove PPT more people will leave trust me. I even see it in Guild raids sometimes people asking for a daily keep or tower, Says about everything how people want to get carried by a commander  and not really caring about winning fights.

And lets be fair ANET made it this way that we have PVE in WvW. To be fair whats for WvW released this content patch ? Fishing ? and some new specs. Thats really it theres no big changes other that we have to figure out how those new specs fall into place in squads or guild groups to see if they can replace some of the older ones which i think at moment its not.

Fishing ? well people can catch a grey item [Weed] So that was it for us the WvW content players 🙂 Imagine playing ((Guild)) ((WARS)) and most stuff is released for the pvers.. which you dont need a guild for and has nothing to do with WvW 30 euro for a content patch with some asian style looking armors and land you can run around with your fishing rod.

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11 minutes ago, climonite.8537 said:

30 euro for a content patch with some asian style looking armors and land you can run around with your fishing rod

attention we do not confuse, inside those 30 euros there is certainly a great job for chantà and a lot of content for a pve player.

the problem is only for the wvw player who on this forum gave maybe 1000 ideas of small changes / updates / events that would make the game more enjoyable. after all, if you want to keep the players close to you, you have to offer something every now and then. nothing too demanding but at least every now and then.

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Aren't you guys being a little ungrateful? My guess was that they'd pull the plug from WvW right before End of Depresso, but here we are, we even got fishing. What more could you ask for? Alliances? Meaningful balance changes? hue hue hue hue hue imagine.  

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That's because all the people who HAVEN'T treated this like a PvE mode have been steadily leaving the game, due to years of neglect from anet side. You used to have 4 servers that could fight, then three, before you know it- two. kitten, there's so few people who want fights (and know how to fight) that they need to organize themselves cross- server to gather two squads. Think about it: there are TWO squads worth of people who can fight left in the game. 

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There's no open world pvp or flagged open world pvp, so a lot of people play the closest thing to it. One problem is that WvW is designed more as a MOBA where each map and each corner is a triangle to instigate the three sides to push along lanes. Even most of each map is neglected for a few popular fight lanes. That was supposed to be part of the end game for guilds but it turns out people get bored and space out after the main guilds or drivers for that servers prime times clock out, but most people don't want to grind repetitive spvp maps so they just hover around until they log off. 

Edited by kash.9213
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On 3/5/2022 at 3:35 PM, Sansar.1302 said:

Feels like most people treat wvw as a boring pve farm mindlessly capping undefended structures with big grps.

 

dont think this where the vision they had for wvw

Surprised? This is what the ex-head of the studio said about WvW.

They ones in charge of the resources to make a difference have never really understood what they created with WvW.

 

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14 hours ago, Ezrael.6859 said:

Surprised? This is what the ex-head of the studio said about WvW.

They ones in charge of the resources to make a difference have never really understood what they created with WvW.

 

How can they be so disconnected 

me and my friends have played this game for 10 years now.

I and a coulple other have never played pve in this game , only WvW ( apart from a few hours of gearing) and spvp.

 

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I've fought Queensdale champions that were more challenging than some enemy players in WvW. these days. Its been in serious decline for about half a year now, where players just stand around and do nothing. I don't even know how they're getting Participation after the nerfs.

 

I've never seen so much unwillingness to do anything in the game mode. Commanders tag up even, and there's 15-20 players on the map but only five follow the tag even when we're winning.

 

Hopefully it'll get better once they've farmed their End of Dragons reward tracks.

Edited by Hannelore.8153
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On 3/5/2022 at 10:49 PM, Sansar.1302 said:

yes this is correct, but i honestly think that the ppt is what that need to change maby eaven get terminated

 

i view ppt in its current form with 50+ ppl capping  stuff uncontested for hours only as a way to farm wvw revards without doing any wvw.

 

you should have to fight ppl to get any reward imo

capping an uncontested structure should not give any reward

 

a cool way to do this is if they would make gates on all structure open if nobody is inside

 

 

Ironically I would go the other way. Nobody currently gets anything for PPT. There is no reason to win. That's also just one reason why people don't defend as much. Why do so, what do you get for it? So that leaves empty structures that are just easier to take and since attacking does increase your WxP and therefore tick value and participation and any rewards, people will tend to attack. A defender that tries to defend gets nothing out of it unless they can take down some invaders, if anything its a negative gain and just encourages less thoughts of defending if they just keep getting run over. Oh some of us like to defend because we don't like to lose stuff, but it is meaningless and with all the nerfs to defense its also much harder to do. 

If anything I would review how PPT and PPK impact players. PPT should encourage people to defend, make it more valuable to the server to hold and rank your structures. Taking should have very little value outside of giving a side something to rank up but the attacker should be rewarded for that attack after the structure adds value to the server. Example, T0 structures should pay 0 PPT, each tier after 0 should add PPT and the placement of the PPT should reward the players on during that 2 hour period after the end of the period. On for just a partial time, get a partial reward based on your participation. So now you have a reason for people to want to try and hold non-paper objectives and reasons for them to be out there trying to get them ranked up. Which means more people in open fields if they want to get that structure to a point where its adding value to a side. Maybe review the mechanic on yaks running that they either need to be escorted or their needs to be people in the camp for them to be running. Maybe players spawn the yaks after they have been in a camp for x amount of time. No players supporting the logistics line no yaks ranking up structures.

So what about the attackers you might say? That's where PPK comes in. PPK should be more rewarding to the player for that fight and to fair something for both winner and loser in a fight so its not just encouraging blobs. Winner should be dividing up the value of the kill among the winners to act as a diminishing returns for things outside of a 1v1. And the loser should get something for a fight even if its in participation increase. We have some of that now but we need more. You want that person running in the zerg to want to attack that scout, fight that ganker, go after that havoc chasing the zerg. A structure should have a certain value to it as well based on tier but that too should be divided among the numbers of attackers during the event. More efficient you are the more your group gets. Zerg it down empty, everyone gets less. Right now its faster and more rewarding to just have everyone on map to jump that camp which would have taken a single player to take. If the goal is more fights you need more people spread about and wanting to both attack and defend. Have enough to take an empty map, at least encourage that k-train to split up and take it all at the same time.

Again it should be about taking and then ranking, not just taking. If you have defenders holding it because they are getting paid for the PPT over the two hours to hold it then the attacker will get paid when they kill the defenders, players get paid for the fight part.  If defenders help the server get paid overall and then we might get back to T3 keep under attack HELP! and people might come to defend. And remember PPK as more rewarding should pay defenders more for their kills since the odds are they won't get anything outside of holding their PPT if they can't actually kill any attackers. PPK/fighting should be more rewarding for the players doing so. For the people that already like to fight its less of a thing, but if you want more people to peel off and turn and fight versus run along and just mass flip the empty structure you need to ask why aren't they doing that now? I think the answer is for some that its  easier and they might see it as more rewarding since if they turn and fight and lose they get nothing and then they also lost out on that easy win that everyone got paid for even if all they did was stand there and they didn't even use their supply to boot. You have to balance out attacking and defending and I don't think we are doing that which is why you see less people defending now, especially on top of the defense nerfs. But that's my 2 cents.

Edited by TheGrimm.5624
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