Q:
Removing some waypoints?
Waypoints in GW2 are more like resurrection shrines in GW1, which were actually scattered throughout zones, though in far fewer numbers than waypoints. What I’m saying is the point of waypoints is that if you die you can get back to the content you were doing very quickly, and if you want to play with your friend you can also get to their location quickly.
So yeah, waypoints are numerous, but it’s kind of good that they are. If they want to remove a fewwww of them then that’s fine, but if they start removing a ton of waypoints I won’t be behind them. WP’s are good, they minimise the time spent unnecessarily running from point to point.
I get what you mean about feeling more dangerous (I think you’re looking for “immersive”), but on the flip side I already spend most of my time with the map opened up and auto-run engaged, navigating by the little “you are here” tick on the map and my “turn left/right” keyboard bindings until I get from point A to point B.
I’m not sure precisely what the issue is, but it’s probably some combination of the following:
1) Nothing can actually kill my character in ordinary circumstances if I don’t stop and wait for them to kill me. And my character is full glass.
2) Most things appear on the map automagically without needing to explore
3) There’s rarely a reason that I want to get anywhere specific on a map except dungeon entrances or specific world bosses.
Orr is probably the closest to what you’re looking for, as it can actually present a moderate challenge to glass non-heavy characters just traversing the area, and doesn’t have a lot of uncontested waypoints. And it has a number of events that can prove to be of value/interest, prompting you to make the long run.
Something I found when checking out the Durmony Priory library for the first time since I joined the order is a bunch of new books. Some of the new ones added were about Scarlet Briar and ley lines, but one I noticed was about waypoints breaking down and becoming unstable. This might just be foreshadowing that some of the waypoints will be breaking down, possibly even being removed.
Having waypoints at certain camps that can be taken over is nice, in that it gives you an opportunity to get closer if you’re heading for a certain location, but I can see what you mean by some of them being too close together. I don’t know if some of them are going to break down permanently, but as others have indicated in another thread, I think some just might have magic failure.
And of course now the WP at Mirkrise is shattered. Not gone, just showing as contested, but it looks like OP’s hopes aren’t completely unreasonable.
Players who want to run more to make the world seem bigger? Run more. Don’t mess it up for everyone. No one’s forcing those players to use every single WP.
As others have pointed out: Lots of WPs are a good thing. People still have to explore to unlock them and it makes it much easier to play with friends or get where the action is once they’re unlocked.
Tol Acharn [PHNX]
Fort Aspenwood
They might be disabling some to facilitate new content that’ll have us containing or driving back Mordremoth’s forces. They wouldn’t want us to be able to use WPs to drop behind enemy lines. Sure, they could’ve just made them contested like usual, but crushing them is more dramatic and a good way to foreshadow bad things to come.
Players who want to run more to make the world seem bigger? Run more. Don’t mess it up for everyone. No one’s forcing those players to use every single WP.
As others have pointed out: Lots of WPs are a good thing. People still have to explore to unlock them and it makes it much easier to play with friends or get where the action is once they’re unlocked.
Please give us a keyring…
Destroying some of WP as part of Living Story is actualy great idea. Its really open up new traveling strategies. Mounts…. Mounts… Mounts…:-)
Tekkit’s Workshop
I think Waypoints should be concentrated in low level zones to ease the newbies into the game but gradually there are less and less of them as you move through the game.
One thing that made tower of nightmares interesting is that if you died it was a long way to get back to where you were going so sticking with friends and making sure everyone was up was important.