Make Bigger WvW Maps Now
As topic says, make bigger maps now or WvW will slowly die
care to explain why the maps need to be bigger and not other things on why it will slowly die ?
As topic says, make bigger maps now or WvW will slowly die
While we at it, can we also have dragons we can fly? It would make for an epic keep battle
It would be nice but anet has already stated it won’t happen, at least not anytime soon.
Yes I enjoy taking 4 minutes to walk from citadel to bay, lets make it 10 minutes instead.
lv80 Necromancer, all professional skills unlocked, working on the final norn elite skills.
Anet has already stated that the map size in WvW is the maximum the game engine can handle.
They have mentioned making better use of that size by putting objectives on the outer fringes of the maps and changing the middle lake in the borderlands to something more important.
But those are changes that are months away at best.
Darkhaven>Dragonbrand>Blackgate>Maguuma>Yaks Bend>Stormbluff Isle>Yaks Bend
Yes I enjoy taking 4 minutes to walk from citadel to bay, lets make it 10 minutes instead.
In the control options, there is a option for “toggle walk/run” try that out.
Joking aside, the Borderlands are fine as they are imo. But EB ist just too packed. You really cant run 30s without bumping into something to cap. And since the “defense zones” of each server are so small it results in gigantic zerging because you dont really have to run that far to defend.
I honestly wish the maps were bigger. Would be a lot more interesting IMO.
In my opinion, map design and size is very well done. We don’t need bigger maps.
However, at some places the map feels to artificial due to flatness, if that makes any sense.
Having open ground isn’t bad (and needed), but it could be improved on many places (like the western supply route towards garrison/bay) by adding some tactical layers to it.
Many of the supply routes are flat, long roads with very few tactical elements to it that you can use (or abuse).
Right now, there are plenty of cliffs, but besides pushing players off them, there isn’t much tactical use for it. It’s hard to put into words and I would draw it if I was worth a kitten with a pencil, but humour me and imagine the supply routes having canyons, tunnels, hills, bridges, etc.
That way, we would have natural choke points for ambushing enemy troop movement or doylaks. Repositioning sentries along these natural choke points would make capping them a bit more vital and interesting.
The same goes for the lake. Now, everyone just hops in for the quaggan camps and gets the hell out of there asap because hardly anyone has the stones to go up against someone underwater.
If you look at PvE maps, the quaggan outposts/cities are more isolated, often hidden in caves and so forth.
It would be nice to have underwater caves where the quaggan camps are and perhaps tunnels connecting them to each other.
The pearls should still be found in the open water among the krait, above the tunnel/cave complex.
Having more tunnels, caves, canyons, bridges, … would result in having more natural chokepoints, which in turn could make ambushes/general combat more exciting, which in turn could result in the map feeling more natural, which in turn could make the players more on edge (instead of annoyed/bored) while travelling, which could result in more fun.
I’m no developer so I have zero clue if this can be done in terms of resources, nor do I claim that this is the best idea ever.
I’ve just been exploring a while in PvE and I’ve seen pretty amazing map design and I wondered why they didn’t translate some of their ideas into WvW maps.
Attached is a picture of a canyon in frostgorge sound which would be awesome to have on the supply route from the north camp towards the western tower (a bit southeast of the skritt hideout) for example.
Just imagine the Minotaur being a supply yak.
We don’t need bigger maps and I fail to see how that would kill wvw.
We could use some purpose redesign of some dead areas and tie them up to new objectives. This wouldn’t take much resources since it’s all there at the moment anyway: the centaur camp, skritt cave, the lake, the orchard/windmill, harpy/wurm/spider/warg events, etc. These could be made into minor objectives that actually impact the battles like adding them as allies -just like quaggan-, capture a supply cache, unique siege vendors, monster play, etc. Wouldn’t it be cool to defend the centaur camp against invaders instead of just having it there being useless?
Also, like siofra said, we could use some more layers to the map, a cave system or some asura gates that needed to be secured, allowing smaller groups to have a little more freedom and be able to flank or avoid the zergs, instead of adding to them. This would be, I imagine, more complex and tougher on the devs, but it could well be a long term goal, perhaps even linked to the live story thing.
engie roaming vids: http://www.youtube.com/channel/UC9NnXVfY4vRU1F-X7b1Oorw/videos
I disagree with the ‘maps are ok as it is’, ‘eb is to packed’. I hate borderlands because are you are running more, then doing stuff. EB is just ok, but getting bad because of the ‘camping playstyle’. Every enemy ‘camps his side of the EB’, and keeps his towers, making supply camps one of the few available captures at any moment. Fun = lot of capturing (to me), and defending an attack. Especially defending stonemist is fun, but it doesn’t happen al to often.
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.
Yes maps need to be bigger! But that isn’t going to happen. They should probably just turn that big blue thing they call a lake into a river delta though.