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WvW Participation


Senji.2048

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I would like to address the issue of receiving rewards through wvw participation.Simply said:

  • remove participation from: hitting and destroying enemy structures with siege, repairing structures, killing enemy npcs
  • reduce participation period, thus encourage players to be active more often

It's quite frustrating to be on a map with a queue, with people standing around, repairing walls and only occasionally joining the action, just to go afk again.

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Two things will happen from that - one would be putting off people from playing and the other would be that people would just adjust to the new participation and just do the same thing. We have to motivate team mates and encourage them, otherwise we're just enforcing them to not play actively. There are those that will just choose this method of play as well no matter what, you cannot change some of those people. I say you'd in fact have to go the other way around so that these people don't afk. The faster they get what they want, they can be out of your hair. In the end afk play cannot be fully abolished, whether we like it or not (we can't control every human playing). The less of a chore it feels and the more fun, the more they will participate. This is the nature of the beast, just leave it be.

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I intentionally mentioned just those 2 simple changes (removing participation from some activities and reducing the participation period), cause it would be easy to implement without need of reworking the participation mechanics. And I believe it would be worth trying out. Active players won't notice a difference. And if it should discourage some players to play, then the wvw might be better off without them.

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They should just tie pips to doing things. Killed an enemy player? 1 pip (on a cooldown, perhaps 30 seconds). Escort a dolyak? 1 pip. Successfully defend a structure? 1 pip. Capture a camp? 2 pips. Capture a tower? 4 pips. Capture a keep? 6 pips. I'm not entirely sure why pips need to be tied to a 5-minute cycle. We're not trying to participate in some form of pve meta event.

~ Kovu

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Let me tell you about frustration. Being on the server-side that constantly gets shit on. When you ask for advice in map-chat, people troll answer because why help eachother in this gamemode that already has tons of players?, kappa. The cherry on top is people at base afk-running into a wall for free rewards. Although it shouldnt be an advantage getting outnumbered, i´d like better compensation tbh.

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@Kovu.7560 said:They should just tie pips to doing things. Killed an enemy player? 1 pip (on a cooldown, perhaps 30 seconds). Escort a dolyak? 1 pip. Successfully defend a structure? 1 pip. Capture a camp? 2 pips. Capture a tower? 4 pips. Capture a keep? 6 pips. I'm not entirely sure why pips need to be tied to a 5-minute cycle. We're not trying to participate in some form of pve meta event.

~ Kovu

That would create more KTrains.

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The only thing i'll slightly agree with is the treb dude if every time he hits wall it resets to 5m but idk cause I'd be bored to death doing that. Maybe put a 20m cap on earning parti refresh on that. I mean if wall down does it reset parti too? Or just if he does dmg to a wall cause sometimes you see treb non-stop on downed wall hitting same spot with no zerg coming to capture. I just assume it's a treb bot.

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@Lan Deathrider.5910 said:

@"Kovu.7560" said:They should just tie pips to
doing
things. Killed an enemy player? 1 pip (on a cooldown, perhaps 30 seconds). Escort a dolyak? 1 pip. Successfully defend a structure? 1 pip. Capture a camp? 2 pips. Capture a tower? 4 pips. Capture a keep? 6 pips. I'm not entirely sure why pips
need
to be tied to a 5-minute cycle. We're not trying to participate in some form of pve meta event.

~ Kovu

That would create more KTrains.

It would be more accurate to say "that would not reduce KTrains". People zerg ppt and farm wxp already, introducing a mechanic that ties pips to actual participation wouldn't change that. Moreover, going around and flipping empty structures with other players still constitutes more participation than kicking around at spawn slapping the odd nearby camp.

edit- ... while taking up a queue spot

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I’m pretty sure the time you get for hitting guard is minimal. 2 mins tops. Sometimes I kill guards while bleeding participation Hitting a t3 objective and don’t stop bleeding. Bar stays red. Also, time for hitting an objective with siege is already minimal. Again, 2mins. Those afk trebbers are getting 2 mins. Give it a try when your participation is in the red. You get 2 mins and the timer ticks down immediately. Also, just to clarify that I’m not one of those afk pip farmers, my guild likes to set up in WvW instead of guild hall. I’m very ocd about keeping my participation at max, and setting up in WvW while draining drives me crazy. I usually have to grab a sentry (not 10 mins like killing a player or taking a camp) just to stop it for a short time. As for the repairing of walls, I understand where you’re coming from. On the flip side though, our scouts who do most of the repairing already are shit on as it is with participation. Most of the time there’s no tag to give them shared, and they are constantly draining. What you propose for them?

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@Senji.2048 said:I would like to address the issue of receiving rewards through wvw participation.Simply said:

  • remove participation from: hitting and destroying enemy structures with siege, repairing structures, killing enemy npcs
  • reduce participation period, thus encourage players to be active more often

It's quite frustrating to be on a map with a queue, with people standing around, repairing walls and only occasionally joining the action, just to go afk again.

If you see bots, report and move on. To punish players for already doing less than desired activities make no sense. Repairing is already quite often left to the others as the zergs will move on versus stopping to repair. This would just leads to less people stopping to run back and fourth to repair. Its already a dull un-thankful activity. So no, if anything pay them more since this is a dull task that means you are not in the fight at the time.

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@Kovu.7560 said:They should just tie pips to doing things. Killed an enemy player? 1 pip (on a cooldown, perhaps 30 seconds). Escort a dolyak? 1 pip. Successfully defend a structure? 1 pip. Capture a camp? 2 pips. Capture a tower? 4 pips. Capture a keep? 6 pips. I'm not entirely sure why pips need to be tied to a 5-minute cycle. We're not trying to participate in some form of pve meta event.

~ Kovu

Ah, yes. Turn wvw into eotm, with 4 maps this time.Wonderful idea.The 5-min cycle is fine.

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@Kovu.7560 said:

@Kovu.7560 said:They should just tie pips to
doing
things. Killed an enemy player? 1 pip (on a cooldown, perhaps 30 seconds). Escort a dolyak? 1 pip. Successfully defend a structure? 1 pip. Capture a camp? 2 pips. Capture a tower? 4 pips. Capture a keep? 6 pips. I'm not entirely sure why pips
need
to be tied to a 5-minute cycle. We're not trying to participate in some form of pve meta event.

~ Kovu

That would create more KTrains.

It would be more accurate to say "that would not reduce KTrains". People zerg ppt and farm wxp already, introducing a mechanic that ties pips to actual participation wouldn't change that. Moreover, going around and flipping empty structures with other players
still
constitutes more participation than kicking around at spawn slapping the odd nearby camp.

edit- ... while taking up a queue spot

People wouldn't fight. They'd let things get taken just to take them for the pips you recommend.

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@Strider Pj.2193 said:

@DemonSeed.3528 said:I don't see anything in Lan's post about not seeing queues, they were merely making a suggestion regarding participation.

Strider does so he must of misquoted

I didn’t quote anyone. It was referencing the OP.

No you didn't. I think storm reply to lans instead of you and demon was confused now we all confused. Sorry

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@Lan Deathrider.5910 said:

@Kovu.7560 said:They should just tie pips to
doing
things. Killed an enemy player? 1 pip (on a cooldown, perhaps 30 seconds). Escort a dolyak? 1 pip. Successfully defend a structure? 1 pip. Capture a camp? 2 pips. Capture a tower? 4 pips. Capture a keep? 6 pips. I'm not entirely sure why pips
need
to be tied to a 5-minute cycle. We're not trying to participate in some form of pve meta event.

~ Kovu

That would create more KTrains.

i agree with Kovu here. There's really no win-win in this

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@Burnfall.9573 said:

@Kovu.7560 said:They should just tie pips to
doing
things. Killed an enemy player? 1 pip (on a cooldown, perhaps 30 seconds). Escort a dolyak? 1 pip. Successfully defend a structure? 1 pip. Capture a camp? 2 pips. Capture a tower? 4 pips. Capture a keep? 6 pips. I'm not entirely sure why pips
need
to be tied to a 5-minute cycle. We're not trying to participate in some form of pve meta event.

~ Kovu

That would create more KTrains.

i agree with Kovu here. There's really no win-win in this

Sure there is. Put max Pips in EotM or Armstice Bastion, and let all the AFKers go there. Main maps get clear of deadbeats (added bonus that if its Armstice Bastion Anet will get $$ from all the ppt heroes dropping money on getting a max pip map).

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@"Senji.2048" said:I would like to address the issue of receiving rewards through wvw participation.Simply said:

  • remove participation from: hitting and destroying enemy structures with siege, repairing structures, killing enemy npcs
  • reduce participation period, thus encourage players to be active more often

It's quite frustrating to be on a map with a queue, with people standing around, repairing walls and only occasionally joining the action, just to go afk again.

5 min is fine as a participation period. Most "low impact activities" will reset the timer to only 5 min anyway, so you will have to be on the move from flipping sentries, escorting dollies and moving supply from camps to damaged walls anyway. Since you can't do that all the time on a low population map (sentries will be yours, walls will be repaired etc.) , you will have to go further to flip a camp or engage another roamer.

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As a roamer, that's a bad idea. That's exactly what we do. Harassing enemy npc's (killing guards puts swords on an objective) killing yaks, making it to a contested objective before the zerg to see if it's a false alarm or if it's under attack. With this,you'll be penalizing them for doing a very key job. Or sometimes you check up on an objective, and there's enemy seige and damaged walls. With these changes, roamers would pretty much just target camps, ignoring damaged towers with seige outside.

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