Contested Waypoints. Why?

Contested Waypoints. Why?

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Posted by: Flapjackson.1596

Flapjackson.1596

We’ve had contested waypoints for three years now. Not only are they incredibly annoying, but now with Heart of Thorns they are exponentially worse. Every map has a meta, which sucks because there is only a short downtime before a number of the points become contested again and ruin map travel. Why Anet? It is so disruptive to game flow to try to respawn and seeing that every WP within half the map is contested.

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Contested Waypoints. Why?

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Posted by: Khisanth.2948

Khisanth.2948

<Insert list of player names who have been complaining about the fact that people actually get from place to place without wasting their time and insist everyone else should play that way.>

points at those players for being the cause

Contested Waypoints. Why?

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Posted by: LegallyBinding.4937

LegallyBinding.4937

I agree with way too many WPs being contested in HoT. frustrates me a lot.

Contested Waypoints. Why?

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Posted by: PopeUrban.2578

PopeUrban.2578

Because death running is a penalty for dying and leaving waypoints uncontested right next to major events would make death effectively meaningless, and all content would result in resurrection zerging.

Because the intent of events is to work a limited area, especially in the new meta, and not bounce from one side of the map to the other doing events rapidly.

Because contested WPs add incentive to do certain events for reasons beyond their event rewards.

I can think of some other reasons, but these are the largest ones.

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Contested Waypoints. Why?

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Posted by: Khisanth.2948

Khisanth.2948

Because death running is a penalty for dying and leaving waypoints uncontested right next to major events would make death effectively meaningless, and all content would result in resurrection zerging.

Because the intent of events is to work a limited area, especially in the new meta, and not bounce from one side of the map to the other doing events rapidly.

Because contested WPs add incentive to do certain events for reasons beyond their event rewards.

I can think of some other reasons, but these are the largest ones.

because wasting time running across the map helps to stretch the amount of time your content fills up

Contested Waypoints. Why?

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Posted by: Zoltar MacRoth.7146

Zoltar MacRoth.7146

Because the intent of events is to work a limited area, especially in the new meta, and not bounce from one side of the map to the other doing events rapidly.

If that is the intent, I would argue the implementation is dubious.

If I’m defeated in an event I was participating in and the nearest wp is half a map (or more) away, that removes me from the limited area I was working in and forces me to work across the map to get there, hopefully in time. It certainly adds a sense of urgency to the game but it doesn’t make it fun, instead it adds frustration, especially if you get defeated as soon as you get to the event and have to do the run again, as many new/inexperienced players will find and may get put off by.

For some people, there will be more running than participating, and while practice will help people get better and reduce that, it’s still a dubious mechanic to apply to inexperienced players already struggling with an overload of demands.

Also, there are the wallows which speed travelling across the map. Conceivably, once you’ve unlocked them, you could wp far away and still use wallows to get back quickly, potentially reducing the penalty of death again. And speed mushrooms. If distance was to be a viable penalty, why are there shortcuts to it?

I agree that instant resurrection zerging is an issue that needs to be handled, but like so many things in HOT the delivered solution seems somewhat …..more kludgy than might have been expected with the amount of time taken to produce the expac and the brilliant minds behind it.

Contested Waypoints. Why?

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Posted by: Misguided.5139

Misguided.5139

I agree with way too many WPs being contested in HoT. frustrates me a lot.

Wouldn’t be so bad if there weren’t so few to begin with. Having Nuhoch Wallows helps get around on some maps.

Contested Waypoints. Why?

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Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Because death running is a penalty for dying and leaving waypoints uncontested right next to major events would make death effectively meaningless, and all content would result in resurrection zerging.

Because the intent of events is to work a limited area, especially in the new meta, and not bounce from one side of the map to the other doing events rapidly.

Because contested WPs add incentive to do certain events for reasons beyond their event rewards.

I can think of some other reasons, but these are the largest ones.

What you say is true that if Waypoints were not contested where events are going on, players that die near those events will resurrect over and over at the nearest Waypoints to those Events, thereby defeating the purpose of having any challenge.

However, what Anet could do is make it where there is at least a 1:30 minute timer in the Waypoint’s tooltip until players can resurrect at the closest Waypoint near any event. This would be a lot faster than oftentimes having to run across an entire map to get back to where you were, yet not so slow to the extent of taking an absurdly very long time to get back into the fight.

(edited by Eidolonemesis.5640)

Contested Waypoints. Why?

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Posted by: Zoltar MacRoth.7146

Zoltar MacRoth.7146

Because death running is a penalty for dying and leaving waypoints uncontested right next to major events would make death effectively meaningless, and all content would result in resurrection zerging.

Because the intent of events is to work a limited area, especially in the new meta, and not bounce from one side of the map to the other doing events rapidly.

Because contested WPs add incentive to do certain events for reasons beyond their event rewards.

I can think of some other reasons, but these are the largest ones.

What you say is true that if Waypoints were not contested where events are going on, players that die near those events will resurrect over and over at the nearest Waypoints to those Events, thereby defeating the purpose of having any challenge.

However, what Anet could do is make it where there is at least a 2 minute timer until players can resurrect at the closest Waypoint near any event, whereupon a message saying so would appear.

I was going to suggest something like that too. At least then, you can watch the event and keep learning while you wait to re-join. And when you re-join, you’d be fresh and ready to fight, rather than exhausted from fighting all the mobs it took to get there again.

Contested Waypoints. Why?

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Posted by: Eidolonemesis.5640

Eidolonemesis.5640

Because death running is a penalty for dying and leaving waypoints uncontested right next to major events would make death effectively meaningless, and all content would result in resurrection zerging.

Because the intent of events is to work a limited area, especially in the new meta, and not bounce from one side of the map to the other doing events rapidly.

Because contested WPs add incentive to do certain events for reasons beyond their event rewards.

I can think of some other reasons, but these are the largest ones.

What you say is true that if Waypoints were not contested where events are going on, players that die near those events will resurrect over and over at the nearest Waypoints to those Events, thereby defeating the purpose of having any challenge.

However, what Anet could do is make it where there is at least a 2 minute timer until players can resurrect at the closest Waypoint near any event, whereupon a message saying so would appear.

I was going to suggest something like that too. At least then, you can watch the event and keep learning while you wait to re-join. And when you re-join, you’d be fresh and ready to fight, rather than exhausted from fighting all the mobs it took to get there again.

Exactly.