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Should escorting Dolyaks give rewards and participation?


SleepyBat.9034

Rewards for Escorting Yaks?  

56 members have voted

  1. 1. Rewards for Escorting Yaks?

    • Yes
      44
    • No
      7
    • Other
      5


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I would just like to say that TC is getting the raw end of the deal here.

We are getting dolyaks that are too old, get tired very quickly and need to take rest every so often. 

Eg. in the clip below. We would like Anet to swap these dolyaks with another server if possible.

 

 

Edited by Sleepwalker.1398
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So first off yes. Secondary like many things WvW we need an efficiency factor. If 1 could do it then why pay 50 to do so the same. The 50 should get 1/50 as a return. Be that an empty take or kill. A 3v1, divide the one by three for reward. Same with a camp, tower, keep, castle. What's the expected number for undefended and divide return from there. Even though they started on the other end of the conversation it could still work. Rank up the value of objectives, yes camps too, based on base value and number of defenders and then pay the winner based on that and defenders as the rules defined on how long they held allowing others to assist. Now if  too many defenders replied it's the same logic value of attackers divided by number of defenders. To many defender and less ROI same as attacking.

The balance here is fights versus reward farming versus efficiency. To win people need to do many things; attack, hold, fight. So to prevent farmers you need to not overpay a side that just zergs and caps empty objectives or zergs defenses either.  Key here is find ground that encourages people to fight, take and hold to win. Pay the player to fight and each time, reward the server to hold, pay the server to win based on activity in the week.

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16 hours ago, TheGrimm.5624 said:

So first off yes. Secondary like many things WvW we need an efficiency factor. If 1 could do it then why pay 50 to do so the same. The 50 should get 1/50 as a return. Be that an empty take or kill. A 3v1, divide the one by three for reward. Same with a camp, tower, keep, castle. What's the expected number for undefended and divide return from there. Even though they started on the other end of the conversation it could still work. Rank up the value of objectives, yes camps too, based on base value and number of defenders and then pay the winner based on that and defenders as the rules defined on how long they held allowing others to assist. Now if  too many defenders replied it's the same logic value of attackers divided by number of defenders. To many defender and less ROI same as attacking.

The balance here is fights versus reward farming versus efficiency. To win people need to do many things; attack, hold, fight. So to prevent farmers you need to not overpay a side that just zergs and caps empty objectives or zergs defenses either.  Key here is find ground that encourages people to fight, take and hold to win. Pay the player to fight and each time, reward the server to hold, pay the server to win based on activity in the week.

I would love to see something like this, but I just really doubt it'll happen.

Firstly, it goes against Anet's design philosophy of always being able to play in a group without having your rewards reduced. Yes, technically you're actually working as a group better this way, but it won't be immediately obvious to people, which will be confusing for casual/new players.

Secondly, many players want to be able to just jump in and do something they feel like. Having dedicated "roles" that are basically required to be filled for everyone to get appropriate rewards will cause issues with some players griefing others because they're not adhering to the "right" role at any given moment.

I hope I'm wrong, and I hope some sort of system like this can make it into WvW, but I'm not getting my hopes up because I'm pretty sure ANet don't want to encourage this type of gameplay.

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On 2/14/2023 at 10:54 PM, Gotejjeken.1267 said:

It's up to anet to make Yak escorting meaningful or get rid of them and just have keeps auto-generate supply / give camps a new purpose.  

Here is another idea to go along with your suggestion: If the keep/tower is full of supply, and the objective is not contested, any excess supply automatically goes to repairing the walls/doors.  Not saying that people could not still do the repairs, just helps a little with that excess.

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On 2/15/2023 at 2:39 AM, Gotejjeken.1267 said:

Should be major rewards for escorting yaks, they ideally are crucial to WvW.  

Instead, everyone drains all structures of supply and anet keeps buffing offensive siege so walls/doors aren't a thing...

its hard to impliment cause its weird , you have to fight stuff for u to get reward , so who are u exacly fighting when u escort a dolly , yes nobody , its rare that i have to defend a dolly, cause they die so fast before u can get to them , plus u have no way to know if they getting attacked , since the whole escort is based on combat , its gonna be hard for them to rework the whole systeme just so u get 200wvw xp or something , im not realy good in terme of coding , but thats at least what i know from experience..

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