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Nothing against afk farmers?


Virdo.1540

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So there will no penalty be for players being like afk 90% of the time? Players & their whole guilds can keep going to a camp, afk afterwards and collect the pips while pushing the server Pop to a maximum ,while doing nothing? This is ridiculous.

Edited by Virdo.1540
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I usually do like to get a camp - takint the refresh in the participation timer (+10 minutes) ... then waiting. It is an easy and safe way to keep the participation up. Especially when you are queued for EBG and waiting in the borderlands where camps easily get flipped and are close to the spawn.

Especially in matchups where the own team is pretty strong moving away. If you get into a zerg fight you might get in bad situations sometimes - where the enemy wipes your zerg and you can't get to tag an enemy - having to walk back the whole way ... and losing time. I prefer the defensive style - instead of having to walk far away from the waypoints with commanders that sometimes just run around fighting enemy zergs and not even capping something - or just boring towers to lose them and recap again.

If they want people to change their playstyle ... they need to change the reward structure. (Not only giving more rewards when attacking/defending - if more enemies are tagged. For structures. Like mentioned in the recent post/news on the website.) Would prefer if the participation timer got removed completely. Pips for other stuff then. Attacking/defending when the event is up (which can happen multiple times - at least for the defense timer.) If they already want to move people away from capping (and losing to recap) empty stuff.

And in Obisdian Sanctum (with no objcetives - except maybe a kill that could give points ... but mosty empty) ... that thing is still ticking down. Annoying. (There wo do not need it at all.)

Edit: Let the timer for defense (and one for attacking) tick - and give normal rewards based on the amount of people fighting (or enemies tagged) ... and a small amount of pips for each sides. Near an objective only. Bigger objectives (and higher tiers) more. With SM tier 3 the most.

Aaaaand: The longer the fight goes the bigger the rewards should get - with defenders getting increases immediately (while the small defensive event ticks - if it gets started again immediately - with the objcetive not being safe - then more ... but still needing the requirement for people to fight/be taggged).

Attackers should get a big one (since they are supposed to have a disadvantage if defenders defent correctly - using the adantages of sieges/supply access and the walls) if they actually complete. If the fight took longer.

But I guess that might be too hard to implement. Or possible to abuse. (People only defending. Taking changes with the enemy server team Or stuff like that. Or hard to maintain tagging enough constantly every few mins - or too easy ... depending on the professions.)

Edit2: Remove the veteran mobs and their dailies. Give some pips for the other - more meaningful - dailies. And maybe instead of adding all pips to objectives/events ... split it. The commitment one ... for classic participation (like we have now). And the ones from rank as well. (People with higher rank probably are more likely to be the ones that already participate a lot.)

The ones we now get from warscore ranking ... they should be turned into ones you can get from participating in defending/attacking. Would need balancing (and/or a cap maybe) - of the amount you can get. And amount you need for reward tracks.

Edited by Luthan.5236
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  • Virdo.1540 changed the title to Nothing against afk farmers?

I mean you literally don't get extra pips for doing stuff in WvW besides commanding.

So unless you are the open tag that everyone joined, your relevant and gated rewards are identical to one flipping camps.

I like Luthan's "pips for dailies", give us a set of doable weekly/daily objectives and distribute the worth of pips in them.

What you get is people doing things instead if people afking for hours and hours.

Imagine getting the day's worth of T6 pips within an intense hour of WvW gameplay.

 

 

 

 

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5 hours ago, koxsos.6258 said:

I mean you literally don't get extra pips for doing stuff in WvW besides commanding.

So unless you are the open tag that everyone joined, your relevant and gated rewards are identical to one flipping camps.

I like Luthan's "pips for dailies", give us a set of doable weekly/daily objectives and distribute the worth of pips in them.

What you get is people doing things instead if people afking for hours and hours.

Imagine getting the day's worth of T6 pips within an intense hour of WvW gameplay.

 

 

 

 

 

Said before and will again, its fine to incorporate ideas that work from elsewhere. Other WvW/PvP games use bounties that encourage active game play. Buy bounties with WvW currencies that are task orientated and have expirations. How many you buy is up to you and the currency you have. Those bounties are for active game elements and if you succeed you are awarded with either other types of rewards and/or participation/currencies/mats, what have you. If you don't complete them before they expire you are out the cost of bounty. The bounties themselves could range from kill quests, defense quests, capture quests, build quests (rank a camp up, rank a tower, escort yaks, kill yaks, repair things, build siege, refresh siege, kill siege, capture ruins, gain bloodlust.. Things that active gameplay already does and most people just do. Now the why, its extra activity, its variety, its teaching people that might be new activities they can do without a tag and still aid their side. Its a material sync, a material conversion, its give ANet other ways to influence people to do things they might see people not doing, its another way to gauge participation. Food for thought.

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