I think it is important to keep the death penality ( Especially in WvW). My reason for this is that often when you try to take a keep and there is defender it come to a war of attrition. If the defender keep resurecting there player they can keep defending the place for a relly long time but if eventually there equipment break then they have to go repair and it give a little edge ton the opposing team. Of course if you fight long enough in the same place for the death penanlity to make a difference you probably do it wrong.
Can't that "penalty" be offset by simply bringing a few extra sets of equipment in your inventory?
I think it is important to keep the death penality ( Especially in WvW). My reason for this is that often when you try to take a keep and there is defender it come to a war of attrition. If the defender keep resurecting there player they can keep defending the place for a relly long time but if eventually there equipment break then they have to go repair and it give a little edge ton the opposing team. Of course if you fight long enough in the same place for the death penanlity to make a difference you probably do it wrong.
Can't that "penalty" be offset by simply bringing a few extra sets of equipment in your inventory?
The time penalty, but not the cost of repairing gear penalty.
It feels like they adjusted the repair penalty for PvE and then left that same penalty in for WvW. Because people tend to die far more often in WvW, the repair costs feel steep.
I think it is important to keep the death penality ( Especially in WvW). My reason for this is that often when you try to take a keep and there is defender it come to a war of attrition. If the defender keep resurecting there player they can keep defending the place for a relly long time but if eventually there equipment break then they have to go repair and it give a little edge ton the opposing team. Of course if you fight long enough in the same place for the death penanlity to make a difference you probably do it wrong.
Good idea, wrong way to do it.
rather than use armor breakage as attrition...kill them (not just down them). Unless they've upgraded their keeps to have teleports (and from what I saw in BWE that wasn't happening much), the enemy has to run all the way from another spawn location to the keep, which is often quite a hike. Couple that with a couple death squads covering likely intercept routes, and pretty soon there's not enough left in the keep to do any good.
I think it is important to keep the death penality ( Especially in WvW). My reason for this is that often when you try to take a keep and there is defender it come to a war of attrition. If the defender keep resurecting there player they can keep defending the place for a relly long time but if eventually there equipment break then they have to go repair and it give a little edge ton the opposing team. Of course if you fight long enough in the same place for the death penanlity to make a difference you probably do it wrong.
Good idea, wrong way to do it.
rather than use armor breakage as attrition...kill them (not just down them). Unless they've upgraded their keeps to have teleports (and from what I saw in BWE that wasn't happening much), the enemy has to run all the way from another spawn location to the keep, which is often quite a hike. Couple that with a couple death squads covering likely intercept routes, and pretty soon there's not enough left in the keep to do any good.
And you don't even need to worry about repair.
Yes you are right and that is what I would do to but for what I know you do not get death penality from downed state only from defeated state. Also, you can still be ressurected from Defeated state, so they are not forced to spawn back at another location if there is somoene there to get them back on there feet. That is why a I was mentioning armor breakage as a possible way to force people to spawn back at another spawn location.
The time penalty, but not the cost of repairing gear penalty.
It feels like they adjusted the repair penalty for PvE and then left that same penalty in for WvW. Because people tend to die far more often in WvW, the repair costs feel steep.
To me that sounds more like a balance issue about how much gold you get in PvP.
Having different prices to fix gear in PvP and PvE makes no sense whatsoever but it is possible that you need to earn more money PvPing...
When compared with subscription-based MMORPGs, the amount of time-sinks in GW2 are noticeably minimal. I found gold sinks to be moderate and well implemented.
The time penalty, but not the cost of repairing gear penalty.
It feels like they adjusted the repair penalty for PvE and then left that same penalty in for WvW. Because people tend to die far more often in WvW, the repair costs feel steep.
To me that sounds more like a balance issue about how much gold you get in PvP.
Having different prices to fix gear in PvP and PvE makes no sense whatsoever but it is possible that you need to earn more money PvPing...
Yup, sounds like a balancing issue to me as well. It's been metioned a million times to ArenaNet already. The only official word I found on it was during their Reddit post. One of the possibilities is that someone mentioned was that they have a separate WvW currency that can be used for repairs. Here is the official word on that and it's extremely vague.
Does this mean that lower-level players can now actually see a benefit from WvW? The cripplingly low gold return from WvW events coupled with continual repair expenses and siege blueprints meant that WvW was a net loss in money if you sought combat. Plus experience return and item drops seemed quite low.
Have you considered a separate currency for WvW for siege weapons and equipment repairs? I really strongly disliked having to farm PvE to have enough money to play WvW.
[JP] I don’t think you will see it yet, but this is something we will work hard to balance as we get closer towards release.
So they are aware. It was also something discussed in length on the beta forums with one of the devs involved.
Here are my thoughts on teleporting and gear repairs.
I felt like teleporting costs were super high. I tried to avoid teleporting whenever I could and just run around instead. I mean, if you teleported around a lot, you would be spending all of your quest reward money very quickly. I also felt that dying and having to pay to teleport somewhere is kind of a double whammy. You should be able to spawn for free at the nearest way point or have a choice to go somewhere else for the teleport cost.
I hardly had any issues with broken gear. There may been a couple times at the beginning or in some of the more difficult dynamic events (where the boss basically 1 shots you) with my gear getting damage and having to go find a repair guy. But beyond that, it was just something I would stop in and do when I was in town doing something else. I didn't die very much past level 10, except in the Ascalonian Catacombs ... and in there, they put in a very convenient repair anvil right next to the respawn waypoint.
My major issues with repairs is how you get damaged from World vs. World PvP. I think this should be reworked, if not removed completely. Gear damage and death penalty from PvP I feel is pretty much ALWAYS a bad idea in games. I didn't have a huge issue with this in WvWvW, but I definitely died a lot more and needed to repair quite a bit more often. I could see this being a large deterent for the less populated servers (or the underdogs in a match up) ... when they need something to make them WANT to get in there and fight ... not push them away.
For the most part, I think what they have is about right, just needs a few tweaks here and there.
I have no problem paying for item repair and tele cost since it is your fault for dying. The only thing i think is anet should not let our item break everytime we die in WvWvW. They said we could lvl through WvWvW, if it cost too much to repair item when ur in WvW, how would people lvl in there? Death in WvW is sometime unavoidable, there will be a lot of enemy skills focus on u. Anet should either remove that system, or increase the amount of time death before the item break.
Think OP is barking up the wrong tree. Most people want some kind of death penalty which is what armor repair is and the hard core death penalty people still think it's not enough. What they have at the moment I think is just right but a little on the not harsh enough side of the fence. Now on the PvP side of things maybe eliminating gear damage or increasing the amount of gold gained from PvPing is they way to balance the costs.
Comments
Can't that "penalty" be offset by simply bringing a few extra sets of equipment in your inventory?
The time penalty, but not the cost of repairing gear penalty.
It feels like they adjusted the repair penalty for PvE and then left that same penalty in for WvW. Because people tend to die far more often in WvW, the repair costs feel steep.
Good idea, wrong way to do it.
rather than use armor breakage as attrition...kill them (not just down them). Unless they've upgraded their keeps to have teleports (and from what I saw in BWE that wasn't happening much), the enemy has to run all the way from another spawn location to the keep, which is often quite a hike. Couple that with a couple death squads covering likely intercept routes, and pretty soon there's not enough left in the keep to do any good.
And you don't even need to worry about repair.
Yes you are right and that is what I would do to but for what I know you do not get death penality from downed state only from defeated state. Also, you can still be ressurected from Defeated state, so they are not forced to spawn back at another location if there is somoene there to get them back on there feet. That is why a I was mentioning armor breakage as a possible way to force people to spawn back at another spawn location.
To me that sounds more like a balance issue about how much gold you get in PvP.
Having different prices to fix gear in PvP and PvE makes no sense whatsoever but it is possible that you need to earn more money PvPing...
When compared with subscription-based MMORPGs, the amount of time-sinks in GW2 are noticeably minimal. I found gold sinks to be moderate and well implemented.
Yup, sounds like a balancing issue to me as well. It's been metioned a million times to ArenaNet already. The only official word I found on it was during their Reddit post. One of the possibilities is that someone mentioned was that they have a separate WvW currency that can be used for repairs. Here is the official word on that and it's extremely vague.
Does this mean that lower-level players can now actually see a benefit from WvW? The cripplingly low gold return from WvW events coupled with continual repair expenses and siege blueprints meant that WvW was a net loss in money if you sought combat. Plus experience return and item drops seemed quite low.
Have you considered a separate currency for WvW for siege weapons and equipment repairs? I really strongly disliked having to farm PvE to have enough money to play WvW.
[JP] I don’t think you will see it yet, but this is something we will work hard to balance as we get closer towards release.
Here are my thoughts on teleporting and gear repairs.
I felt like teleporting costs were super high. I tried to avoid teleporting whenever I could and just run around instead. I mean, if you teleported around a lot, you would be spending all of your quest reward money very quickly. I also felt that dying and having to pay to teleport somewhere is kind of a double whammy. You should be able to spawn for free at the nearest way point or have a choice to go somewhere else for the teleport cost.
I hardly had any issues with broken gear. There may been a couple times at the beginning or in some of the more difficult dynamic events (where the boss basically 1 shots you) with my gear getting damage and having to go find a repair guy. But beyond that, it was just something I would stop in and do when I was in town doing something else. I didn't die very much past level 10, except in the Ascalonian Catacombs ... and in there, they put in a very convenient repair anvil right next to the respawn waypoint.
My major issues with repairs is how you get damaged from World vs. World PvP. I think this should be reworked, if not removed completely. Gear damage and death penalty from PvP I feel is pretty much ALWAYS a bad idea in games. I didn't have a huge issue with this in WvWvW, but I definitely died a lot more and needed to repair quite a bit more often. I could see this being a large deterent for the less populated servers (or the underdogs in a match up) ... when they need something to make them WANT to get in there and fight ... not push them away.
For the most part, I think what they have is about right, just needs a few tweaks here and there.
man need more coffee sorry for the post.
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Think OP is barking up the wrong tree. Most people want some kind of death penalty which is what armor repair is and the hard core death penalty people still think it's not enough. What they have at the moment I think is just right but a little on the not harsh enough side of the fence. Now on the PvP side of things maybe eliminating gear damage or increasing the amount of gold gained from PvPing is they way to balance the costs.
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