…and some thoughts on implementation
Long post ahead. If you want to skim it, the first sentence of each paragraph will give you the general idea.
With the upcoming release of Heart of Thorns, it’s clear that a significant amount of input into the direction of parts of the game, particularly PvE, has been taken from the CDIs of last year. WvW, by comparison, seems to have missed the boat; it’s getting an interesting map rework, but it really needs a substantial change in direction to resurrect it from obscurity. So with no further CDIs on the horizon, I’ve compiled all my thoughts on the matter into one post. Maybe it’ll achieve something, maybe it won’t.
The status quo
The WvW scenario has remained largely the same since launch. We’ve lost the orbs to be replaced with bloodlust; we’ve gained an ‘overflow’ map that’s largely used as a loot train; and there’s these WvW ranks and reward chests now. There have been tweaks to matchmaking and a few tournaments that had mixed responses.
But the biggest change in WvW since launch has been the players. The most obvious change is there are less of them – the remaining players are transferring gradually to the higher ranked servers so that they still have someone left to play with, and against; some players also transfer for a better shot at winning, particularly for tournaments.
But other changes in the playerbase have also occurred. They’re better than they used to be – you don’t have to look particularly hard to find someone who can drop you in seconds if you make a mistake.
And most players no longer care whether their server wins this week. After three years of WvW, there’s nothing left to play for except fights and loot.
The problem is not that WvW has been completely neglected – there have been a number of changes, even if not as many as have been afforded to the other two game modes. Rather, it seems to me that the development focus has been misplaced.
The existing WvW structure is similar to a huge version of the PvP Conquest game mode that lasts for a week instead of to 500 points. There are walls around the cap points, you can use siege weapons to defend them, and there are big maps around them containing all kinds of things that may play into the defense or attack on these cap points – sentries, mercenaries, dolyaks – or are just there for flavour, like the jumping puzzles, beasts, and gathering nodes.
And much the same as Conquest, who gets points the fastest wins… something.
Well, 3 bonus chests.
Maybe that’s not enough – but the problem is, you can’t make winning too important with open teams or you just promote even more bandwagoning.
So winning doesn’t matter that much. And in that case, what’s the point of the game mode?
These days, we seem to make our own ‘point’.