Greetings,
Thank you for your patience while we gathered the answers for this installment of the Dolyak Express. Today we have answers to some of your questions from this thread and the other language forums from Devon Carver and Colin Johanson with regards to World vs World.
Q: Will the story of WvW ever become a focus of the Living World? Or will the Living World’s involvement into WvW only be limited to things like the WvW Seasons?
Colin Johanson: It’s entirely possible theme wise at some point we might have a story that plays out heavily, or entirely in the mists. We do have some moments where a few stories have carried there so far already, Scarlet has probes in the mists for example, and some of her Aetherblades travel there under the direction of the newly escaped Mai Trinn during our February 4th release when we’re able to discover the Edge of the Mists map. In general we want to avoid trying to make people have to play any form of competitive game play to progress their story specifically, but that doesn’t mean couldn’t do story lines that play out in the mists, or have additional maps that are discovered similar to the way Edge of the Mists was in the future.
In general our big sweeping storylines behind WvW in the future will come in the form of competitive game play between worlds, and the additional features and content we continue to add to support that primary form of game mode.
Q: Would you consider designing NPCs that scale sufficiently according to the number of players attacking it?
Colin: We do this already all over Gw2! How well mobs scale often times depend on the abilities and components of the content they are tied to, but with each release we’ve done since we launched we’re getting better and better at getting our dynamic scaling system better refined. Most encounters in WvW have NPC’s that have very limited scaling so players don’t spend huge amounts of time trying to take control of a tower/keep fighting the final NPC once they already spent all the time to break inside, but it is a tool in our tool box available to us we could take advantage of it just about anywhere in WvW if we decide it’s a good idea in the future.
Q: Are there any plans to implement a “guild commander” feature that provides a commander symbol that is only visible for guild members?
Devon Carver: This was a highly requested feature in one of our Collaborative Development Initiative threads on the forums and we are in the process of designing out all the aspects of this system. The Collaborative Development Initiative is a place on the forums where we discuss a particular topic from the game from the perspective of design. We use that space to trade ideas and thoughts with the fans and it has been a very important tool for us in terms of how we design the game moving forward.
Q: Not looking for specifics, but will there be more worthwhile incentives to “lure” PvE people into WvW?
Devon: We will continue to add to the rewards provided by playing WvW. Things like the achievements added in the Edge of the Mists release as well as the rewards from Season 1 of WvW are part of a plan to provide incentive to people who would otherwise not play WvW to come in and give it a try. The tech behind this release also allows us to accommodate as many people in WvW as want to play it at any given time. We will continue to increase the rewards from playing WvW in the areas that make sense. The Edge of the Mists release will see an increase in ascended drop rates in the rank up chests as well as an increase in the amount of dragonite ore players will get in WvW.
Q: Will there be more maps in the future that are part of WvW proper rather than being for overflows like Edge of the Mists?
Devon: We are currently focused on making improvements to WvW and the current maps before adding new maps. Edge of the Mists provides us the opportunity to try out things that we hope will become a part of the other maps while also making sure that players can always play WvW no matter how full the maps are. We feel that it is best for us to make improvements to the entirety of the WvW experience before we add any more large pieces of content.
Q: What is your policy on balance in WvW? Some people have said that you won’t balance for WvW specifically, unlike PVE and sPVP. Is that true, and if so, why is that the case?
Devon: It’s very important to us that WvW and PvE be connected in as many ways as possible because we want to reduce the barrier to entry of the different game types for players. The fewer areas of the game that are balanced separately the clearer the game is for players as their skills and characters feel the same no matter what they are playing. We want it to be relatively easy for players to take their character from PvE straight to WvW without having to completely relearn their build. Were we to start balancing all the areas of the game separate from one another we feel like it would make it harder for players to move from WvW to PvE and vice-versa, especially if they are unfamiliar with them.
Q: Could you discuss what issues of criticism Edge of the Mists’ design is meant to address? For example, it looks like it might be more conducive to skillful, small/medium sized battles, a counter to the predominant mode of play in WvW at the moment: blobbing/zerging.
Devon: We did try and design the map to have a different flow from the other maps in WvW. Part of that was certainly an attempt to create more chokepoints and places that a large group might find tough sledding. We wanted to try out some things to change up the standard WvW gameplay and provide avenues for smaller groups to take part in the map. We also wanted to offer players a place they could play and progress their characters in WvW while they waited to enter other WvW maps that were full. The map also serves to acclimate new players to WvW without feeling too overwhelming, since the score in EotM does not affect the existing map’s score. Edge of the Mists is unique in that it will spin up new instances as the maps fill, so unlike existing WvW maps, players have access to the Edge of the Mists all of the time.
Q: How do you feel about the defensibility of keeps and towers?
Devon: We feel that there are always changes that can be made to objectives in WvW to make the game even more engaging. While defending can be great, we feel it can definitely use an increase in rewards as it can be much harder to convince players to defend locations currently. Defending objectives should be as rewarding as taking them and currently we feel the balance is a bit off. This can cause it to be harder to hold onto objectives than intended. One step towards that can be seen in the Edge of the Mists as we’ve added AI to the defenders that should make them better able to help hold objectives.
Q: Was it decided to award +1 point for a stomp instead of a kill because it’s just easier to attribute a stomp to the correct server? If yes, is there any possibility of taking this to the next level and finding a way to attribute the point to kills and not just stomps?
Devon: There were a few reasons for putting the system in as we did. Firstly, we wanted to create some strategy to gaining score from killing players. Rather than getting points for every kill, getting points for stomps causes players to have to make a decision about how they will kill enemies. Secondly, we wanted to put in a less expansive version to see how it played. Making large changes to WvW, especially scoring, can create unintended consequences, so we felt it was best to isolate it as much as possible.
Q: Will we see further steps to let the total war score scale more with “player activity” and less with pure “coverage in the off hours”?
Devon: That is something we are actively working on. The strides we’ve made in AI in Edge of the Mists are part of a long term plan to start addressing this. Our long term goal is to make it so that WvW is determined mostly by when players are online, not coverage. WvW is at its best when there are a lot of players online and we want that to be the most valuable time in WvW.
Q: What are the short term projects (apart from edge of the mist) for WvW that you can talk about?
Devon: We do have multiple things we are working on but none are at the point where we want to start discussing them publicly.
Q: Have you thought about adding time-limited items to WvW to allow guilds create temporary waypoints (time limited) to help with sieges. These could be created using the guild technology tree.
Devon: That is not something we’ve discussed so far.
Q: Have you considered improving scaling for Dolyak Escorts. For example, if a Dolyak is attacked by a larger group, could it not “spawn” hidden thieves as a protection detail to make for a more interesting fight?
Devon: That is an interesting idea that we haven’t really discussed. Using NPCs to provide additional interest to WvW is something we talk about. The Edge of the Mists has examples of the types of NPCs that we think can provide those types of more interesting and strategic fights. We are planning to take some of the things we’ve learned from Edge of the Mists and start putting them back into the other WvW maps.