There should be more incentive for WvW.

#1 - Sept. 10, 2013, 7:47 p.m.
Blizzard Post

There are so many great things about PvE that keep a player attached to it, that there really is no reason to WvW. I don’t know about everyone elses server, but this has significantly dropped the player population in WvW for Ehmry Bay. On top of that, even though we fall 3rd every week, we still keep getting boosted in the rankings. Are you trying to kill my server?

My suggestions for starters:
- Add WXP for defending dolyaks. You give WXP for killing them, there should be a reward for defending them. I get the nerf for karma and exp, that’s fine, but bring back the WXP for it and reward people.
- Add WXP for upgrading camps, towers, keeps, accordingly to each upgrade (the more it costs to upgrade, the more WXP you get to complete the upgrade). It’s already hard enough to make money in WvW when you play it standalone, it’s more expensive to upgrade a structure just to lose it to some zergball from a higher tier. It’d be nice for some compensation, knowing I’m not just burning my money away.
- There should be some sort of better reward system for defending. WvW is based on how many points you can keep and take away from the enemy. You practically get nothing for defending anything.
- How about some ‘EXCLUSIVE’ incentives for playing WvW? Playing PvE, you get all sorts of perks, from running dungeons, to fractals, world bosses who spawn a daily chest, and you are able to get things ONLY from these sources. Armor and weapons are exclusive to farming PvE content, there is no exclusivity for WvW. There is an argument that you don’t want to force PvE’rs to play WvW, but you are forcing WvWer’s to play PvE.

I appreciate the updates, all the WvW traits, the new flame ram mastery, the new chest meta (who knows if it’ll even be worth it), the living story for WvW to tend to the Achievement Points issue, I think they’re great additions, but when you look at the whole picture, with playstyles aside, WvW is nowhere close to the appeal of PvE. You can make much more money PvE’ing from dungeon rewards giving exclusive armor tokens and gold, numerous daily world boss chests w/ a higher chance at a precursor, fractal rewards w/ a daily chest giving a chance at ascended rings, even the number of ascended mats are biased to PvE, as well are high tier gathering nodes.

I normally don’t post on these forums but there has been a huge downfall in the interest of WvW in my server in the past 2 months. I personally think your new league system may kill it if there really are no significant changes made.

Thanks for your time.

#8 - Sept. 11, 2013, 5:59 p.m.
Blizzard Post

That’s because there is no incentive to defend. You get NOTHING to defend except spare change-like wxp and karma. There literally is no reason to defend, there is more reason to let the ball drop and recap. And for a game where keeping the points you have is equally as important as gaining points from other sources, they sure do a bad job of rewarding the defense.

If you give incentive to defend, you will have the opportunity to kill something that isn’t programmed.

I said this in another thread, and I’ll repeat what I said here for clarity, the issue with rewarding defending currently is a problem with a way the content is built and how it determines participation. Until we solve that problem, we won’t be increasing the rewards for defending because it is far too easy to game the system. That is why escorting Dolyaks is not very rewarding. Once we do solve that, we will make big moves to incentivize defending so that people who are helping out, whether it be escorting yaks, or defending objectives will see more rewards for doing that.

#11 - Sept. 11, 2013, 6:19 p.m.
Blizzard Post

Maybe make the Dolyaks move faster per nearby ally, increased by up to ten allies. There would be incentive to guard them since it is helping your team overall even if you are not participating in big fights/being in other areas.

Conversely there would be more incentive for the other team to split up into small teams to stop these faster dolyaks

The issue is not about an in-game reason to defend them, it is about the way we actually determine who has defended them. Currently, you can get credit by standing near them when they finish. That is clearly not a good platform for delivering rewards.

#13 - Sept. 11, 2013, 6:21 p.m.
Blizzard Post

You could increase rewards for defending by simply increasing rewards for killing enemy players, since defending logically implies fighting off enemy players. That would be less subject to abuse than increasing the rewards for the current “defend” events where you can get full participation credit by using 2 supply to repair a section of outer wall while the enemy is already beating on the inner door.

This only works when and if players are actually there. Currently, defending a dolyak can mean fighting off a wave of enemies or escorting them without seeing anyone. It should provide a reward either way, but we can’t do the latter in any good way currently.