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Suggestion on how to get players to PvP

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Idea

Trying to isolate and deal with how WVW doesn't encourage players from fighting each others, thus many players largely ignore the pvp. This is one of many problems with the mode, but one that greatly affects how people experience the game mode.

In short, how to encourage players to want to participate in PvP? This isn't meant to solve anything else, except to try to get the majority of players to willingly fight other players.

I'm not going to argue for more or less rewards, what I am going to argue is how rewards are given and for what, for the practical effect that humans build behaviour patterns after what they're rewarded for.


Loss of dying

There are few to no drawbacks from dying:

While not a direct “loss” it is worth noting:

So to start with, I'd say we remove this last “lost progress”. And change this to include participation on fighting enemy players, not just killing them.

This would mean players get participation on fighting and getting killed, and might include some players suicide into others for participation. Overall I don't see this as a large problem if it gets people more willing to fight and lose, without losing their participation.

Note: Siege should not count for this. Make siege a tactical choice between helping server or gaining personal reward.


Rewards through PvP

Secondly I'd like to make use of the objectives and their relevant Events. As a way to try to gather people toward the same areas (objectives) and reward them for taking them with pvp, and not with pve.

Using some made up numbers, would have to be adjusted and tested by ANet:

This will make players want to look for Attack/Defence events, and both participate and hope that enemies appear, since it will increase both sides rewards. Rewards driven players will want to PVP to maximise their rewards, and players that doesn't care about the rewards but want to fight will more reliably be able to find people that are willing to Attack/Defend and not flee.


The demise of PPK

As a part of this, I'd probably also say that we should remove PPK (Point Per Kill). PPK was added as an alternative and a counter to PPT, but with this idea, you already have plenty of reason to fight against other players over the objectives.

This also plays into the above of not losing anything on dying.


Murphy's Law

Possible problems:


Too Long Didn't Read

TLDR: Long-winded theory on how to change players behaviour patterns through changes in rewards. Because most players will automatically go/do what gives rewards, without thinking about it.

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