Make WvW Eventful! – WvW, 4 years in
Yes, I have 5 lv 80 mesmers – Funny Puns
Single instanced map, 3 tiers:
Commander can queue his squad size tier or higher: 21 members squad can join 30-man tier, but not 20-man.
Everyone gets max supply (including wvw rank bonuses) at start.
Tower/keep is neutral at start.
Every N minutes an event starts in a random “supply point” outside the tower/keep. To resupply you must stay inside the circle at the supply point (like conquering a camp, but without the NPCs), everyone standing in the circle gets full supply.
This way, attackers will always have a chance to get more supply (and/or fight over it) to build more siege, while defenders must choose to push outside in full force to block resupply and leave the tower/keep undefended or have someone defending and push with a smaller (and less effective, more prone to being wiped) group.
Killing one player gives N% points (wiping a guild could scale 10/20/30% with tiers – assuming it takes more time to kill more people).
Holding the tower/keep gives N% (1%?) point every N (20?) seconds.
The match ends when:
Players from the winning guild gets a rank chest and wxp equal to conquering stonemist (maybe limited to points/time victory, to avoid possible abuse of the concede mechanic).
The servers get rewarded with [tier-number] * [match time in ticks] * [guild percentage points]: for example a guild finishing second place with 50% points on 20-man tier after 30 minutes, assuming 20-man tier-number is 20 (ANet should work the numbers for a balanced reward) brings 20 * 2 * 0.5 = 20 points to his server, like holding a tower for 30 minutes, so having guilds fighting in those instances won’t detract from the “open world” WvW.
To me…this is just WvW on a small scale..the purpose of GvG’s to me is NOT to fight over objectives, but to test how coordinated and skillful your group is vs another on even terms….
Having objectives is one way to create focus points for fights, otherwise you could end up chasing each other for hours.
GvGs rarely last more than a couple of minutes. The focus point is the other guild.
That’s why we deliberately choose open field away from towers and other obstacles.
GvG had secondary objectives and was on a smaller scale (8vs8)…
What people in Gw2 call GvG is a 20 man deathmatch and that’s the way people should call it.
Just saying, GvG shouldn’t be resticted to a single mode.
“Current” one is Deathmatch for the simple issue that without any support/feature from game/anet is almost impossible to do anything else.
If istanced sections of maps are made for a GvG scene, it’s always possible to have multiple modes.
Deathmatch, GvGvG, and why not, over a istanced objective.
Guilds in Gw1 were playing in HA (3 way and with some intereting mechanichs like relic run), not only in GvG.
The mechanics are somewhat similar to Gw1 style of pvp.
People have been screaming their lungs out to bring back Gw1 style GvG and HA, back into Guild Wars 2.
At This point am thinking its some kind of DLC, or Anet Doesn’t give two kittens about what people want.
I second this idea. The game right now doesnt realy have much to do and this would be a nice addition.
Right Now, Its Either
PvE: Kill dragons,Run Dungeons,Cof1Farm,Personal Story,Jumping Puzzles, Legendary Grind.
WvW : Run as a zerg, Run as a organised guild zerg, roam around capping sentries and camps.
sPvP: …….Cap points/Hold Points
Each mode doesn’t have much to offer, once you’ve done them all. That type of game play just becomes repetitive and boring.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.