blp.3489 Posted February 14 Share Posted February 14 Wouldn't improving the loot when you kill an enemy player be the most direct way to encourage increased player vs player combat in WvW? I'm guessing that there would be some undesirable effect of improving the loot players receive when they kill an enemy player but I'm not sure what it would be. 5 3 Link to comment Share on other sites More sharing options...
Eudaimonia.8695 Posted February 14 Share Posted February 14 Kill trading. It was a thing in the past. 2 1 1 Link to comment Share on other sites More sharing options...
Ronin.4501 Posted February 14 Share Posted February 14 (edited) Nah, all the spikes (not the legendary variety) I get are good enough. It lets me know the majority of my opponents have a value of 16 copper. Edited February 14 by Ronin.4501 1 5 Link to comment Share on other sites More sharing options...
blp.3489 Posted February 14 Author Share Posted February 14 (edited) 1 hour ago, Eudaimonia.8695 said: Kill trading. It was a thing in the past. I don't know how the math would work out but it is hard to believe that taking turns going back to the spawn point and then returning to the place where you are taking turns killing one another wouldn't be too mind-numbingly boring to be worth it. I guess if you had groups and you were reviving each other instead of rallying at the spawn point it could work. But the loot per player killed would still need to be significant to make it worthwhile, and are there really enough people who are shameless enough to make it a significant problem? And couldn't people who are that shameless just arrange to trade camps or towers anyway? If you added an "I've been killed in the last 5 minutes" condition on players and gave reduced rewards for killing them again you could cut down on abuse a lot, and make spawn camping less attractive too. Edited February 14 by blp.3489 typo Link to comment Share on other sites More sharing options...
Chaba.5410 Posted February 14 Share Posted February 14 How are they going to encourage increased player vs. player combat _for structures_ though? They aren't looking to increase combat in general. They want to tie it directly to attacking and defending structures. 1 Link to comment Share on other sites More sharing options...
blp.3489 Posted February 14 Author Share Posted February 14 10 minutes ago, Chaba.5410 said: How are they going to encourage increased player vs. player combat _for structures_ though? They aren't looking to increase combat in general. They want to tie it directly to attacking and defending structures. It's true that it will reward fighting not related to structures but isn't the majority of fighting occurring around structures? And isn't rewarding active play whether it is around a structure or not a good thing? One could always add a bonus multiplier that beefed up rewards when in proximity to a structure. Maybe have even larger rewards for killing an enemy in a capture circle. With a bonus for killing an enemy player in an objective you hold you would be rewarding active defensive play too. And you could reduce rewards when near an enemy "home waypoint" to discourage spawn camping. Link to comment Share on other sites More sharing options...
Chaba.5410 Posted February 14 Share Posted February 14 14 minutes ago, blp.3489 said: One could always add a bonus multiplier that beefed up rewards when in proximity to a structure. Maybe have even larger rewards for killing an enemy in a capture circle. No need to re-invent the wheel. That's exactly what objective event scaling is doing. 1 Link to comment Share on other sites More sharing options...
blp.3489 Posted February 14 Author Share Posted February 14 30 minutes ago, Chaba.5410 said: No need to re-invent the wheel. That's exactly what objective event scaling is doing. Right. My original query was about increasing combat independent of objectives. I shouldn't have allowed myself to get pulled into dealing with objectives. Link to comment Share on other sites More sharing options...
Xenesis.6389 Posted February 14 Share Posted February 14 Sure, then we can kill the boon blob bag farms when pugs finally realize they give out more loot than they can get from them on top of not getting enough participation. Oh and kill trading happened when people got the bright idea to farm each other in Obsidian Sanctum for the realm avenger achievement, so much so that anet had to revamp the spawns in OS to stop it. Some how, some way, people will find a way to abuse the system for easy rewards, might even be as easy and taking two zergs and constantly smashing into each other at south camp in alpines.... 🤭 1 Link to comment Share on other sites More sharing options...
Loke.1429 Posted February 14 Share Posted February 14 They can just tie the reward to the wxp per kill scaling, as a baseline, maybe also scale down if many contribute or reduce dropchance when many participate. Last is because 40v1 should be less rewarding than 1v1 Link to comment Share on other sites More sharing options...
Chaba.5410 Posted February 14 Share Posted February 14 (edited) 3 hours ago, blp.3489 said: Right. My original query was about increasing combat independent of objectives. I shouldn't have allowed myself to get pulled into dealing with objectives. It seemed more like you were missing the point that the patch today isn't about the behavior of killing players just anywhere. Wrong goals. Edited February 14 by Chaba.5410 Link to comment Share on other sites More sharing options...
ArchonWing.9480 Posted February 14 Share Posted February 14 (edited) 7 hours ago, Eudaimonia.8695 said: Kill trading. It was a thing in the past. They could just put diminishing returns on it to the point where someone dying too much drops no loot. It already works that way with WxP. Players that have been alive longer give more wxp while players that died a lot recently are only worth 1. Edited February 14 by ArchonWing.9480 Link to comment Share on other sites More sharing options...
hugeboss.5432 Posted February 15 Share Posted February 15 I have gotten a top tier precursor drop from defeating an enemy wvw player (was a "once in a decade drop"). But they do still drop (just really really super rare). Link to comment Share on other sites More sharing options...
blp.3489 Posted February 15 Author Share Posted February 15 I didn't even mention today's patch in my post. 3 hours ago, Chaba.5410 said: It seemed more like you were missing the point that the patch today isn't about improving loot for the behavior of killing players. Wrong goals. I didn't even mention today's patch in my post, it wasn't what I was talking about. Link to comment Share on other sites More sharing options...
Kain.9136 Posted February 15 Share Posted February 15 Meanwhile as a support: 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now