GW2: Is WvW Financially Sustainable? Part I
What it Really Cost$ to Play in WvW
In MMOs like World of Warcraft and Star Wars: The Old Republic, deaths from PvPing cost you nothing in the way of coin. When your armor takes damage from dying like this, it is called durability loss.
In World of Warcraft, as of the time I left in August of 2011 at least, your armor could be damaged slightly by PvP. This occurred from actually taking the damage, not from dying. It was extremely minimal, and your entire night was more than made up for out of the reward you got at the end of one battleground.
In Star Wars: The Old Republic, your armor did not need repairs from any form of PvP. There was no need to repair at all. Any Warzones you completed still gave you credits as well, pushing you well into the black. I still have over 10 million credits in that game.
Now in Guild Wars 2, sPvP does not damage your armor either. Structured PvP (sPvP) is equivalent to a battleground or warzone. In Guild Wars 2 though, you get no reward. That’s fair enough. No money in, no money out. However in World versus World (WvW) when you die, your armor suffers durability loss just as if you died in the PvE realm. There are some dynamic events (DE) that you can do in WvW. For those not playing Guild Wars 2, dynamic events are essentially repeatable quests – safeguarding supplies, holding fortifications, etc. Do the monetary rewards you get from these balance out the bills you rack up from deaths? My guess is no. I didn’t do the math initially. Regardless, it’s not exactly fair unless the player at least breaks even.
I ran through my first PvE dungeon not long ago. It was Cadecaus’s Manor, the first or second dungeon I had available. It took us 13 minutes, and I made 20+ silver in quest reward alone. That’s not counting all the loot I got from mobs either. It was actually kind of a joke how easy it was. Now comparing that to 13 minutes in WvW begs a few questions:
- How long do you survive in WvW before dying?
- Will you make enough in dynamic events to come up with 20 silver?
- How much does one death cost you in repairs?
For argument’s sake, I will make the following assumptions:
- I will only die once in 13 minutes.
- I will complete 1 dynamic event with a 6 silver reward.
- Repairs cost 1 silver.
To put this into perspective, let’s assume it will take two minutes to get to the fight from where I zone in. Not unreasonable considering there are no mounts in Guild Wars 2. Three minutes to complete a dynamic event. Two minutes to run back after you die. That’s seven minutes gone right there. Over half the time already. Best case scenario leaves you with 6 minutes to come up with another 15 silver. Good luck!
I understand the 13 minute speed run may or may not always happen. My point is that it appears you can run PvE and be rewarded heavily. If you choose to spend your time in WvW, you are penalized heavily. I feel like I die more in WvW than I do in PvE. Even if I had died a few times in that dungeon and lost half my silver in repairs, 10 silver plus loot is still absurdly more than I think you’d make in WvW.
I plan to do a very unscientific experiment. Watch the clock and record my time spent in WvW. I plan to see how much deaths cost me in the way of repairs, and keep track of the loot I get in WvW. What am I looking for? To see if it’s going to make me money or cost me money. I don’t want to have to do PvE just to be able to PvP. I don’t want to play the Auction House either. I want to PvP and accumulate money just like someone who does PvE. Just like I did in World of Warcraft, and just like I did in Star Wars: The Old Republic. It doesn’t have to make me super-wealthy, or even be as much as PvE would make. It shouldn’t break my bank though, either. Right now, things don’t look promising. I’ll post again when I have some solid information to share on WvW rewards.
What do you think about WvW deaths causing your armor to take durability damage?