“Keep vs keep, MOBA, KotH, CTF, “GvG” – popular suggestions
The second concept seems draw inspiration from GW1 and WvW alike, at times even borrowing from the other MOBA suggestions. The general consensus here seems to be that you win once you defeat the enemy lord. There are some really creative and intelligent ideas in these posts but at times these lead to some pretty intense suggestions of things that should be changed in order to make their suggestion work.
Let us assume that no mechanisms are going to be reworked, and balancing would be shared with conquest mode. The options for keep vs keep, MOBA, KotH and CTF are nothing more than an innocent shift from the 3 capture nodes to a different victory condition. I think there is a lot of room for many of these ideas to work. But let’s not fool ourselves, the current system and balancing will require a certain way to operate.Many tPvP players will understand that KotH with one capture point in the middle of the map would be a lot like Legacy of the Foefire without keep and side nodes.
Keep vs keep will be Legacy of the Foefire without the nodes and with added NPC’s and WvW elements.
MOBA will be like Legacy of the Foefire with added NPC’s and towers.
CTF will be similar to Spirit watch but without the nodes.Most of these suggested modes are switching the main and secondary mechanics of conquest around. All these ‘modes’ could work and be lot’s of fun - but don’t expect them to change the entire play experience. That said, they will be a great improvement to the current sPvP scene. Generally speaking I wouldn’t expect these modes to draw large numbers of new players to GW2. They would cater to different groups within the PvE and WvW communities, which could potentially turn them into sPvP regulars. But this would mostly come from the renewed communication and labels (New CTF mode available! vs New conquest map: Spirit watch) than because of an intrinsically different sPvP experience.
Thank you for reading, if there are any questions regarding my way too long and overdue post please let me know.
PS: I would personally love to hear the dev’s point of view on 3 v 3 Arena’s as a new mode. As i personally think this has the most potential for ArenaNet and the amount of sPvP players in general.
Well, playing a MOBA doesn’t feel anything like the current game mode in gw2 so I think you are overgeneralizing, kind of like saying brussel sprouts taste the same as roast chicken because they are both food. Same for CtF, although that might be somewhat closer.
Its an interesting point though. What are the primary differences between the current gw2 game mode and other game types like MOBA? What makes the MOBA set up incredibly popular and so much fun to play?
I would say the scoring system and game progression are fundamentally different.
In mobas there is a “real” sense of progress, in terms of both character power and territory “captured”. GW2 is very abstract in a way. You take these kind of meaningless circles and build points, get enough points and win.
Mobas and are not based on a “score” but on an actual objective (kill lord/destroy base), and progress toward the goal is measured in tangible terms such as towers destroyed, npc/player upgrades etc.
The player progress is also key, I think. It gives the exciting element of levelling-up and gearing-up that we have in pve while providing a totally level playing field for pvp, all in one 30-40 min game sitting.
I think there is room to really push the bounds of the established thinking of what a “battle-ground” is in mmos. GW2 is set up like a moba in some ways-limited skill set, level playing field, can start pvping straight away; but the current game mode is locked into the traditional mmo mindset imo (although the game obviously makes great progress in terms of level playing field, auto-balancing, combat, and the like).
(edited by Yasha.5963)