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joneirik:gw2:wvw_motivation [2024/07/07 15:50] – created joneirik | joneirik:gw2:wvw_motivation [2025/02/03 15:02] (current) – [WIP] joneirik | ||
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+ | ==== Motivation ==== | ||
+ | |||
+ | 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: | ||
+ | * 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 " | ||
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+ | The main problem is that while a team might be leading, that doesn' | ||
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+ | 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/ | ||
+ | havoc | ||
+ | zerg-low | ||
+ | zerg-med | ||
+ | zerg-high | ||
+ | troll/afk | ||
+ | |||
+ | |||
+ | Roam/Gank | ||
+ | motivates | ||
+ | action | ||
+ | fight | ||
+ | opponents | ||
+ | capturing | ||
+ | demotivates | ||
+ | enemy-fleeing | ||
+ | zergs | ||
+ | boredom | ||
+ | no-action | ||
+ | |||
+ | Scout/ | ||
+ | motivates | ||
+ | repelling enemy | ||
+ | predicting movement | ||
+ | people responding to calls | ||
+ | strategy/ | ||
+ | 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/ | ||
+ | winning | ||
+ | loot | ||
+ | commander | ||
+ | demotivates | ||
+ | losing | ||
+ | ganked | ||
+ | alone/ | ||
+ | |||
+ | Zerg-med (veterans, medium-investment in mode) | ||
+ | motivates | ||
+ | |||
+ | demotivates | ||
+ | |||
+ | |||
+ | Zerg-high (organized guilds, GvG, high-investment in mode) | ||
+ | motivates | ||
+ | |||
+ | demotivates | ||
+ | |||
+ | |||
+ | Troll/AFK | ||
+ | motivates | ||
+ | |||
+ | demotivates | ||
+ | |||
+ | |||
+ | --- |