While most of us agree that the Desert Borderlands (DBL) are visually stunning, almost all of us can agree that they are extremely boring to play in. The following are just a few of my thoughts on why that is and what could be done to change it
1. Why were the Alpine borderlands seen as fun?
This would come down to several factors, but the main reason is that the terrain allowed for you to re-enter fights extremely quickly due to not having any environmental obstacles. Moreover, the fights were centred around 4 main areas and 4 more minor areas being – between Bay and Garrison, between Hills and Garrison, South of Bay, South East Tower being the more major points of conflict, with the more minor ones being the 4 side camps. This is just from my experience in WvW since early 2013
If we look at the locations of most of the conflicts, you could see that they all occurred in mostly flat terrain with very few environmental hazards or choke points. We can probably safely assume that this is what would lead to more fights in either open field or contentions for objectives. I’d disagree though, that having flat open terrain is the main reason why the fights were in those locations. I would assert that instead, it is the location of the major objectives in the map that funnelled players towards these objectives, allowing for an easier time for players to find other players to fight or interact with.
The locations of the camps easily lead to either a tower or a keep. Holding a keep on an enemy borderland allowed you to more easily attack their garrison, which made it worth something. Especially if you were able to upgrade it to having a waypoint, which allowed you to control more than your 1/3 of the map. This made it important for zergs to pressure the side keeps, for roamers/havoc parties to snipe/contest camps and for the server as a whole to maintain defense on their borderland. This play style became the norm for many WvW players, even spawning the term “home borderland defenders”.
The only downside to this was the snowball effect when you have a server that can significantly outnumber the others in their matchup, which is more of a problem with the scoring system than with the design of the map (especially since it’s actually worse now). Another downside to the Alpine borderlands was in its overall design. While not a necessarily a bad thing in particular, over 2/3 of the map hardly ever saw action or rarely used at all. In particular, north of the north towers and south of the south towers saw little to no interaction outside of the 2 camps. That’s a huge chunk of the map that was never used. In fact, you’d find that the Alpine borderlands are actually larger than the Desert borderlands – just that the Desert borderlands is much better with objective placement.
2. Why are people avoiding the Desert Borderlands?
Well, there are many reasons, but the main reason I think is the fact that it actively funnels people away from each other. The pathing and environmental obstacles don’t allow for 2 enemies (either roamers or zergs) to easily encounter each other due to all the twists and turns on the map. You could be right next to each other, hidden by a single wall, and you wouldn’t know it. This makes the map seem extremely empty and desolate, which then forces players onto a map that doesn’t have this issue – Eternal Battlegrounds.
Of course, the shrine effects, keep effects and the oasis event all adds onto this as well, as they are rather bad at funnelling players into a “hot zone” like what the alpine borderlands did, and instead spreads players out around the map away from each other. The oasis event in particular forces groups to spread out, meaning that if your group is the one trying to complete it, you’re extra vulnerable to being ambushed by a group that has no interest in completing the event, but simply wanting to kill you.
This all leads to a vicious cycle whereby there are less and less players on the borderlands because they can’t find enemies to fight, then people coming on find less friends to fight enemies with, resulting in even fewer players on the map.
My opinion is that the terrain needs to be changed in a big way. Remove a lot of the cliffs, gorges, ravines and valleys and allow an easier path from your waypoint to where the action should be (around the major entrances of the keeps) and instead replace the Oasis with those kinds of terrain for roamers to play hide and seek in with the Oasis objectives – making it a roaming/havoc only objective. Tone down a lot of the environmental hazards and obstructions to where it would slow down a large zerg to give enough time for defenders to call for backup, but not to the point where groups are de-motivated to try at all. Both the side keeps need their effects removed as well, since all it does is make it harder to take for the outnumbered side – were it to be defended.
Defense sorely needed a boost, but it got too much of a boost. WvW stays interesting when you have delicate balance between the attacking and defending forces – not when defenders can split your zerg before you even got to your objective. The new borderlands went overkill with the aims in splitting up zergs and buffing defense on keeps and towers, which kills action even faster than before when attacking was too easy.
Beastgate | Faerie Law
Currently residing on SBI