Feedback:User/Syncretic/Roleplaying PvP

From Guild Wars Wiki
Jump to navigationJump to search

Adding Roleplaying to PvP[edit]

Picture this; You are playing WvW, and your partys mission is to capture a special outpost, f.x., a ranger outpost, to snare the opposing team, but your team fails this action. The commander then gives you a new order, and you may have to kill an opponent commander, or a group of opponents, to turn the advantage. Your team succeeds, and you get a better reward, than you would from killing other players in the same period of time.

Why?[edit]

Adding roleplaying to PvP will give it a touch of PvE, dragging more players to PvP. It will also force people to do other than just killing in PvP, if they want a decent reward for it, and it will make PvP more fun.

Chain[edit]

To make the PvP "event"-system flawless, it should not be with new options all the time, but it should definitely cover all the points of PvP, capturing outposts, killing opponents, and retreating or gathering all groups in case of an emergency. Also, a special action would trigger a chain of orders; losing an outpost should trigger one order, for example, one group might have to blow off their attack, and run to the outpost which was just lost, or one group might have to kill opponents, or an opposing commander, to make the outpost vulnerable. And when the outpost is won, another outpost might be under attack, and needs the assistance of the team that just captured the outpost, and if there is no other task for the team to do, they would either be set to ambush an opposing team, when they attack the outpost, or go out and attack an opposing team/commander. Maybe even make an attack on the enemy base, to settle the battle, getting the final reward.