Territory Wars - More tactics, less zerg!

Territory Wars - More tactics, less zerg!

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Posted by: Oreoginal.1580

Oreoginal.1580

Basic premise:Territories, rather than buildings, will generate points in WvW. Buildings will still give more points, but multiple territories (which functions similarly to sentries) can be acquired by capturing territories as various places in the WvW world.

A big problem in WvW is that the maps are incredibly huge, but the players really only go to important areas such as sentries, supply camps, and WvW buildings, which essentially causes the rest of the map to be wasted space.

  • WvW buildings will have a territory radius where its buffs can reach.
  • Areas that did not have a purpose in the past can be made into a territory that can be captured. This area will work like how sentries do right now, but with the added effect of generating its own point and being all over the map instead of sparse numbers at only key locations. (This fixes the wasted spaces at various parts of the map)
  • Small territories that can be captured motivates small groups of players to branch out of the zerg in order to get captures. (This fixes the zerg mentality problem)
  • Multiple territories over various parts of the map encourages tactics of whether to stay in the zerg and take and defend the big WvW buildings, or divide into smaller groups and capture the smaller territories.
  • Pressing “M” on the map will show the map divided into segments showing which territories are owned by which world. This lets smaller groups of players to decide which part of the map to go to. The whole concept would be similar to RISK.

[Edit]

  • Like zerospin.8604 pointed out: The smaller territories can consist of “… trenches, camps, towers, and so on, that guard each province. But it would be just a variant on the sentry. Each having only veteran npcs that can be flipped, to defend it, and a fixed cap timer of say 10 seconds.”
  • These sentries can scale in difficulty the more players are present. It would be designed for 5 players, and any more than that will scale the difficulty higher.
  • Also: “This idea actually enforces better balance between a small server and a big one. Just like in reality, the side that owns huge areas of land, will have huge problems defending it all efficiently.”
Parmesan Stick – 80 Warrior – Kaineng
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(edited by Oreoginal.1580)

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Posted by: Esplen.3940

Esplen.3940

I also wish that the small things to do in WvW made a difference. Example in a borderland, the Veteran Harpy and the Veteran Warg grant 165 WXP for killing them, but… they don’t… do… anything…

Territory Wars - More tactics, less zerg!

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Posted by: Oreoginal.1580

Oreoginal.1580

I also wish that the small things to do in WvW made a difference. Example in a borderland, the Veteran Harpy and the Veteran Warg grant 165 WXP for killing them, but… they don’t… do… anything…

This is my point exactly.

Imagine if those Veterans gives you a territory which also generates points for your world. Wouldn’t that encourage players to do them?

Parmesan Stick – 80 Warrior – Kaineng
Build: http://tinyurl.com/gw2build-parmstick
YouTube: http://tinyurl.com/YT-gw2parmstick

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Posted by: Esplen.3940

Esplen.3940

Or it would just be another objective to flip, like with Sentries…

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Posted by: Oreoginal.1580

Oreoginal.1580

Or it would just be another objective to flip, like with Sentries…

If there were tons of these all over the map, and they were fairly difficult to kill (a champion sentry let’s say), I think it’d be a good fix.

Parmesan Stick – 80 Warrior – Kaineng
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Posted by: AntiGw.9367

AntiGw.9367

Your description is too short and vague for such a big change. Have you thought this through? As it is it’s like “hey I had this idea, but you’ll need to figure out everything and make it work”.

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Posted by: Esplen.3940

Esplen.3940

Or it would just be another objective to flip, like with Sentries…

If there were tons of these all over the map, and they were fairly difficult to kill (a champion sentry let’s say), I think it’d be a good fix.

Which would simply promote moving as a giant zerg and simply add more things to do while making your rounds across the world.

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Posted by: zerospin.8604

zerospin.8604

A big problem in WvW is that the maps are incredibly huge

Actually they are incredibly small considering its server vs server vs server, that’s why the zerg is such a problem.

But the idea sounds great. I’m imagining it a bit like Risk or Europa Universalis style provinces the map is divided into. It’s enough if these are defended by 1-3 veterans, enough to give a challenge to 1 player but not impossible to cap. These should also work like sentries, and take a fixed time to cap after cleared, meaning capping them with a zerg would be a huge waste of time. Instead splitting in groups of 3-5 would be ideal. Only taking towers and keeps would still favor zergs.

More importantly this idea actually enforces better balance between a small server and a big one. Just like in reality, the side that owns huge areas of land, will have huge problems defending it all efficiently. See – Rome.

It could be trenches, camps, towers, and so on, that guard each province. But it would be just a variant on the sentry. Each having only veteran npcs that can be flipped, to defend it, and a fixed cap timer of say 10 seconds.

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Posted by: Oreoginal.1580

Oreoginal.1580

Or it would just be another objective to flip, like with Sentries…

If there were tons of these all over the map, and they were fairly difficult to kill (a champion sentry let’s say), I think it’d be a good fix.

Which would simply promote moving as a giant zerg and simply add more things to do while making your rounds across the world.

Not at all. They’d be hard enough that a single player can’t kill it, but easy enough with a team of say 3-5. They can also scale it with the amount of people within the vicinity kind of like how world bosses work where the mob gets progressively harder the more people join in.

With many of these things all over the map, it’s more effective moving in smaller squadrons than in one big zerg since you’ll cover more ground and capture more territories that way.

A big problem in WvW is that the maps are incredibly huge

Actually they are incredibly small considering its server vs server vs server, that’s why the zerg is such a problem.

But the idea sounds great. I’m imagining it a bit like Risk or Europa Universalis style provinces the map is divided into. It’s enough if these are defended by 1-3 veterans, enough to give a challenge to 1 player but not impossible to cap. These should also work like sentries, and take a fixed time to cap after cleared, meaning capping them with a zerg would be a huge waste of time. Instead splitting in groups of 3-5 would be ideal. Only taking towers and keeps would still favor zergs.

More importantly this idea actually enforces better balance between a small server and a big one. Just like in reality, the side that owns huge areas of land, will have huge problems defending it all efficiently. See – Rome.

It could be trenches, camps, towers, and so on, that guard each province. But it would be just a variant on the sentry. Each having only veteran npcs that can be flipped, to defend it, and a fixed cap timer of say 10 seconds.

Exactly! You’re spot on.

The balance between big servers and small servers is a benefit as well since like you said, worlds are forced to either defend the bigger castles (which generates more points) but lose the majority of the smaller territories, or lessen the defense of those castles to capture more smaller territories.

I’m not saying zergs are completely out of the question. This idea just adds another tactic to WvW so it’s not just zergs everywhere. One big zerg can only cover so much ground, and is definitely less mobile than 6 squadrons of 5 people so they have the disadvantage with the smaller territories. However, a zerg is able to take towers, keeps, and castles A LOT faster and more effective than a group of 5. So there’s a trade off now.

Parmesan Stick – 80 Warrior – Kaineng
Build: http://tinyurl.com/gw2build-parmstick
YouTube: http://tinyurl.com/YT-gw2parmstick

(edited by Oreoginal.1580)

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Posted by: EpiChlo.4072

EpiChlo.4072

This sounds like a Karma trains dream. Can you imagine. Just running across the map capping stuff over and over then losing it cause you cant cover it all so you just recap it all. Just what I think. It could work, but would need lots of tweaks.

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Posted by: Sirendor.1394

Sirendor.1394

Actually this is a very interesting idea.

I think a sort of faction war would also give WvWvW more feel. Right now it’s servers… but servers don’t exist in Tyria. Tyria is one world, not 40+ different worlds, like we see in WvWvW. Instead create different factions and make it so each server has it’s own “faction”, something that really exists in the game itself! For example, like we have Vigil, Priory and Order of Whispers.

Give each server it’s own faction and let them fight for that faction. This will also influence the faction in PvE. For example, the instance of your faction (and thus server) becomes bigger, has more soldiers etc when your server is winning in WvW.

Maybe also add server-wide rewards for servers that are victorious, like a feast inside the Faction Instance with rewards for those who help etc.

Gandara – Vabbi – Ring of Fire – Fissure of Woe – Vabbi
SPvP as Standalone All is Vain

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Posted by: negerleif.2106

negerleif.2106

Your description is too short and vague for such a big change. Have you thought this through? As it is it’s like “hey I had this idea, but you’ll need to figure out everything and make it work”.

well.. isnt that what we pay for?

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Posted by: AntiGw.9367

AntiGw.9367

Your description is too short and vague for such a big change. Have you thought this through? As it is it’s like “hey I had this idea, but you’ll need to figure out everything and make it work”.

well.. isnt that what we pay for?

Nope. If you come up with something this big, you really should make sure it can actually work in the big picture. Why would Arena.net spend time on every idea that involves a complete redesign of the game, when it might not even work? They can instead do what they were doing fine all along.

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Posted by: GoddessOfTheWinds.2937

GoddessOfTheWinds.2937

I think your suggestion has huge potential and would encourage more smaller groups to keep all territories.

Now the only big step we’d be missing is giving a reason to prevent a double flip (not defending it and simply taking it back afterwards)…

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Posted by: negerleif.2106

negerleif.2106

Your description is too short and vague for such a big change. Have you thought this through? As it is it’s like “hey I had this idea, but you’ll need to figure out everything and make it work”.

well.. isnt that what we pay for?

Nope. If you come up with something this big, you really should make sure it can actually work in the big picture. Why would Arena.net spend time on every idea that involves a complete redesign of the game, when it might not even work? They can instead do what they were doing fine all along.

Maybe because its their job… its not our job to give them content to put in the game! we make suggestions and they make something out of it. Thats how it works.