There has been a lot of discussion around PVP mechanics, but I want to talk about the current VvV system.
I am trying to think of a quick and easy fix to the existing system instead of an entirely new, revamped system (though I would much rather see that in the future). Small changes to an existing system in the meantime might be more plausible, and a better short-term solution.
- No more points for just being in town. This will get rid of the scripters being the only ones showing up on the scoreboard.
- Reset all points back to zero.
- The big (little) change: The town stays active for full server day and only switches after server down. I think this would make it more interesting. That town is where big VvV fights can be the entire day, and maybe move focus from the all day, everyday yew fights, and allow a change of scenery from day-to-day. Doing towns is no longer just going into a town, capturing a few alters, "winning the town", recalling out, and then being done with it for the day. It becomes a longer battle, with more strategy to think about. It'll make doing a town more substantial.
- Better rewards (or just substantially more silver) for guild who won the town for the day.
I am trying to think of a quick and easy fix to the existing system instead of an entirely new, revamped system (though I would much rather see that in the future). Small changes to an existing system in the meantime might be more plausible, and a better short-term solution.
- No more points for just being in town. This will get rid of the scripters being the only ones showing up on the scoreboard.
- Reset all points back to zero.
- The big (little) change: The town stays active for full server day and only switches after server down. I think this would make it more interesting. That town is where big VvV fights can be the entire day, and maybe move focus from the all day, everyday yew fights, and allow a change of scenery from day-to-day. Doing towns is no longer just going into a town, capturing a few alters, "winning the town", recalling out, and then being done with it for the day. It becomes a longer battle, with more strategy to think about. It'll make doing a town more substantial.
- Better rewards (or just substantially more silver) for guild who won the town for the day.