WvW Motivation

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WIP

Thinking a bit more about motivation vs leading server (while out training). and came to the conclusion that it's quite limited what you really can do without causing more problems. Example, adding a “Leader” effect, that applies to the team that is leading at any given time.

Leader Effect: * Gain extra PPK from killing against leader team * Gain extra PPC (capture) from capturing against leader team * Improve chances to drop heavy loot bags from leader team * Gain +1 PIP from killing against leader team

And I think that's the most that really can be done with that type of mechanic.

I was thinking about adding 3 tiers, to discourage fighting the lowest ranking, and make leader go for second, but the more I thought about it, the more I honestly disliked the implications. For similar reasons I started disliking any other changes I could come up with to link to those “ranks”.

The main problem is that while a team might be leading, that doesn't mean they're the dominant team at all times of the match. So adding more stuff to that, or more ranks, would just end up making the play time more miserable for the players of the leading team outside of their prime time. And the goal should be to give Team 2+3 a reason/motivation to attack Team 1, not to make Team 1's game experience feel worse than it has to.

So nothing else really made sense, unless we added a bunch of clauses, exceptions, and dependencies on Outnumbered effect and what not. And at that point it would probably be smarter to just solve things in different ways instead.


gw2 player motivation chart

types

roam/gank
scout/defend
havoc
zerg-low
zerg-med
zerg-high
troll/afk

Roam/Gank

motivates
	action
	fight
	opponents
	capturing
demotivates
	enemy-fleeing
	zergs
	boredom
	no-action

Scout/Defend

motivates
	repelling enemy
	predicting movement
	people responding to calls
	strategy/control of situation
demotivates
	big zergs
	no response to call outs
	no backup

Havoc

motivates
	teamwork
	capture
	organisation
	fights
demotivates
	zergs
	no-activity
	enemy-fleeing

Zerg-low (pugs, casuals, low-investment in mode)

motivates
	activity/action
	winning
	loot
	commander
demotivates
	losing
	ganked
	alone/isolated

Zerg-med (veterans, medium-investment in mode)

motivates
	
demotivates
	

Zerg-high (organized guilds, GvG, high-investment in mode)

motivates
	
demotivates
	

Troll/AFK

motivates
	
demotivates