As someone who frequently plays games like Battlefield 3, I’m actually a fan of conquest game modes. That being said I feel that the way GW2 does conquest isn’t the most enjoyable thing to play at times. This tends to stem from a few mechanics that if tweaked could server to make the game more interesting in addition to it help drive the meta in a different direction.
The Size of the Points
The first major problem I have with conquest in GW2 is the size of the capture points. They are so miniscule that it’s no wonder that AoE is so prevalent. Now, I’m not saying every capture point needs to be the size of Graveyard but making them fit the landscape around them would lead to much more interesting combat situation and would keep AoE useful but not the dominate force that it currently is. Of course another change would need to be enacted in order for the increase in size to work.
Capture Rate Based on Number of Players
In order to avoid players dodge, evading, or blocking their way around a capture point and indefinitely delaying a capture another mechanic from Battlefield can be borrowed. The capture rate of points should not be stopped by the presence of an enemy; it should merely slow it. If there is 2 of blue and one of red on a point then blue should eventually capture the point. This means a single Bunker cannot hold off multiple foes for a long duration and deny the capture. Bunkers will still be useful for keeping the point for their team while backup arrives. This will mean that in high level play teams will have to better manage where they send their players. If they commit too many onto one point it may come at the cost of losing 2 others, or the loss of the side objective.
Side Objectives, a Good Idea in Need of Improvement
While of the subject of side objectives I have to say these are actually a good idea, it’s just that some are better designed than others. I’m not the biggest fan of Trollhamm…I mean Skyhammer, but the fact that the side objective can be such a deciding factor is something that I find to be a great idea. Temple also has a vital side objective in the form of Tranquility, but the other side objectives on that map are not nearly as important. Honestly, all of the side objectives can drastically effect who wins and loses which is PvP’s strongest feature in my opinion.
Variants of the Current Conquest
Another topic I’d like to point out is that if you want to focus on conquest as your primary game type that’s fine, but there is more than one way to do it. I don’t play a ton of Team Fortress 2, but one thing it does well is the linear Control Point game mode. This mode has the same concept of holding areas, but because the map is linear and the fact that you must capture the the nearest point to be able to move on to the next means you get more team play and focused engagements, which is great for shoutcasting as well. Adding a few maps like this into the mix allows for you to get creative with map design, which is another issue that I have with PvP in it’s current state.
More Varied Terrain
One of the best features of WvW is the ability to use the environment to your advantage. However, with the exception of a few of the newer maps PvP doesn’t really allow for this all that much. Trollha….Skyhammer does try to do this but goes a bit overboard. Meanwhile, many of the maps from launch are basically areas of flat ground with nothing on them. What if Graveyard was an actual graveyard that had large broken states and gravestones that could be used for breaking line of sight? Maybe have a point be up on a peak that you can knock people off, just not the the extent of Skyhammer where it instantly kills you. The general symmetrical nature of the maps isn’t bad, but things would be a lot more interesting if there was some environmental hazards that if used strategically could lead to clutch moments and surprise turnarounds.
Closing Thoughts
So there you have it, a few humble suggestions on what would make PvP more enjoyable for me. The unique combat of the game makes this the most visual MMO PvP I have ever played, but the mechanics aren’t quite up to snuff yet. I don’t think having one game type is that bad so long as it gets done right. I really do want to see PvP in this game become as popular as it was in GW1 and seeing it become a big esport wouldn’t be that bad either.
P.S. If you are going to respond, and please do, I suggest you read the whole thing as taking some parts on their own will detract from the overall picture.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
(edited by BurrTheKing.8571)