Note: this is a tad long. For the TL:DR, consult the uploaded infographics designed for your convenience.
Orr has problems. Between the past horde of bots mindlessly shuffling about slaying mindless shufflers, the severe annoyance of trying to walk any distance without every necrotic abomination within three leagues trying to chew your ankles off, and the absurd competition between players over getting loot tags, there’s nothing remotely resembling a proper war on the entire continent. Orr is lifeless, and despite the poetic irony, that isn’t particularly fitting for this game. I would thus like to discuss a way to add the spark of life to this husk of a continent, and reanimate it into the spectacular warzone it deserves to be.
Fortunately, all the mechanics already exist in WvW. All Orr needs is a little bit of loving from the mechanisms used in WvW design: destructible fortifications, spontaneous and sustained events, and flexibile AI. Reforging Orr with these systems will allow it to become something unique, a Player Versus Environment persistent warzone. This will require a few basic principles.
All Orrian zones should be level 80. All of them should be proactive, player-driven attack/defend warzones. All of them will require time, coordination, and teamwork to accomplish anything significant, although some content for the lone player will still exist in the form of out-of-the-way delves. The majority of Orr should be essentially empty (none of this undead-every-five-feet tediousness), allowing players to move freely, but the battlezones themselves should be up to our ears in undead foes fighting masses of players, along with all manner of siege equipment for both sides. It will also have world bosses and a way to escalate conflict to break stalemates, thus ensuring that the content should remain fresh. With these principles, Orr can become a truly unique zone, unlike any other area in the game.
This will require four things: revising the map, rethinking siege events, reworking player-led assaults, and redistributing the loot.
The Map
Orr is actually well structured and lovingly rendered, when you aren’t being knawed upon every five feet and have the time to enjoy the view. With a handful of tweaks, the maps can become an excellent warzone. The primary change will be turning current camps and structures into destructible terrain. Rather than have camps with functional gates that get “captured” by undead just shuffling in, these zones can be redone so that the walls and gates can be destroyed, just like in WvW. This will allow the undead to actually lay siege to certain areas.
In turn, the undead controlled areas can get structures of their own. Bone walls and guard towers are already in the game, and it wouldn’t be difficult to allow the undead to claim terrain via their insidious architecture. The goal here is to take existing features of the map (pact bases, major trouble spots, and the temples) and turn them into WvW style objectives. For your convenience, I’ve cobbled together a set of map examples. They’re a tad crude, but hopefully they convey the overall idea.
The Straits of Devastation forms a very simple, intuitive map. Each of the three landings presents a clear chain of conquest, with each area being contested like a MOBA lane. Malchor’s Leap will be a little stranger due to its structure, but should form a decent attack/defend setup. Players must defend the eastern sections in order to launch attacks across the canyon and seize the two temples. Finally, Cursed Shore will form a decent twin pairing, with the north and eastern side of the map independent from the south and west.
(edited by Shriketalon.1937)