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Double all sources of WXP gain indefinitely


Cronos.6532

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@Cronos.6532 said:We put it to a vote in Team chat and decided it would be healthier for WvW to have it all the time, with the Bonus Weekend Event we're having now on top of that one weekend every month.

Ask any 10 players if they want to earn more towards any goal without working any harder, you'll find 11 who support the idea.

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@"Dawdler.8521" said:Having it all the time will just make it the new norm and population will drop of quickly again. Happens every time something is introduced.

Regular events to entice people to get a taste of WvW so they choose too stay... thats much better.

But thats not sustainable either. The problem with a reward incentive is that people are only doing it because of the reward. Eventually thats no longer good enough, and offering bigger rewards won't work once its determined the activity is intolerable. Just for the sake of argument, they make a weekend that enables Gift of Battle to get collected 10 times faster. All that would do is attract PvE players who can't stand WvW, and attempt to solider through it get gift of battle out of the way. None of them will be interested in staying, because they hate everything about it, and refuse to ever give it a real chance. So is the game mode benefiting from having a revolving door of players who are only there to collect reward for the least effort investment possible, or change the rules of the game mode to make it more enticing for them to play?

This is the one of the big problems with modern game designs.... especially with MMOs. People are demanding very niche design choices, but assume that will result in large populations. The Developers are seeking large populations, but in order to do that, the design has to cater to a lowest common denominator. The irony here is that you can design a game to allow for a wide range of skill levels... but competitive players fundamentally despise this, because they want a dominating edge over their opponents. Thus widening the skill gap makes them mad, just as closing the skill gap makes them mad. But large scale PvP, which is what WvW is, allows for "skill dilution". Of course Comp players don't like this, but well coordinated guilds thrive under this design philosophy. More importantly, PUGs are much easier to boot strap if they can at least be contributing factors out of the box. Compare that to hyper competitive games (including MMOs like Rust, Ark, EVE, etc), where new players are just fodder, only fodder, and never given a proper opportunity to be anything but Fodder, without the blessings of a guild to give them Resources.

So looking at the motivations of many players, Events tend to attach a lot of attention by way of Gimmicks. But Gimmicks peak and fall sharply. If you look at the 3 month life cycles of sooooo many MMOs that came out between 2015 to 2017, most were popularized by a particular gimmick, but the rest of the game being either bland, bog standard, or not at all entertaining. The goal is retention... and thats not going to be successful when you're only using a reward promotion to drive participation.

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Why though? Its not like rank really does anything other than occasionally get you an extra pip. Just pop a birthday booster and buy a Candy Corn Gobbler and you'll be in diamond in no time. Its like 5 levels with ease. I got 100 two weeks in a row when I was really playing a lot last summer.

My suggestion is to just add more items to buy with badges of honor. WXP booster that lasts 30 minutes or an hour, reward track potions, liquid WXP, bags of loot, boxes (like fractals do), etc.

It would also be nice if EXP on experience banners would convert to WXP when dropped in WvW or just tack on the buff to it as well. Hero banners would be a lot nicer.

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