Joomanji – Necro
Atmosphir – Elementalist
When I WvW it seems we are jumping all over the place and go from camp to camp, get supplies, build a treb, hit the north camp, side camp, port back to the middle 12 times in 12 minutes.
Seems a lot of A.D.D WvW. Is it just me? In another masterful RVR game I played for years, it took a while to get to your destinations. Yeah you could port, but fights seemed to take longer, also the enemy could shut down your ports, making your trek to the RVR areas longer so strategy was involved.
P.S. Should WvW have some wide open spaces between locations?….so there would be a reason to get mounts Everything is half a football field away, seriously.
The zones themselves are not too small, Arena-net however decided to shove everything together on the maps and leave large spaces to npc mobs. Maybe whoever came up with that idea thought that players would be dying to fight each other over who can get credit for the events or something. :|
The maps are definitely too small. Much too easy for 1 giant blob to reach everything in time and conquer the whole map.
/edit: I’m still against mounts :P
remove your go faster stripes and try and run around solo without decent speed boosts, then come back and tell me the maps are too small…they only seem small as you are either perma speed boosted or moving in a boosted bunch.
I’d prefer them to be larger, too, probably due to lots of experience with the same game you’re referring to. I think they like it small because it penalizes people less, which causes less frustration, and keep them playing.
Sometimes I really wonder why I’m trying to kill enemy players, though. If you’re taking their border land tower, for instance, they can literally die and run back within 30 seconds. Same if you’re killing people at the south camp in the boarder lands. You’re probably better off trying to distract them than actually killing them.
EDIT: Like lavra, I am also completely against mounts.
remove your go faster stripes and try and run around solo without decent speed boosts, then come back and tell me the maps are too small…they only seem small as you are either perma speed boosted or moving in a boosted bunch.
But… who is running around in WvW with no access to any kind of speed boost at all neither from their own abilities or teammates’?
Absolutely too small. They should Quadruple the size of the maps while only increasing the population caps per map by 50%.
This would break server-zergs, but still allow organized guild zerging and encourage more tactical play.
They are too small for the number of players they have allowed onto them as evident by all the skill lag we get to enjoy in large battles but I think they hit the limit of their tech with the size they have and their server architecture and can’t make them any bigger. We could probably use one other map of similar size and lower WvW map population caps to properly spread things out, preferably this new map would have some open space without objectives to please the GvG crowd and give them a place to do their thing.
I’m not sure bigger maps would help to be honest. The zerg will still zerg, it just means they will PvD more because they have more room to avoid other zergs. I would love to see bigger maps though or at least see more of the Borderland being used for objectives (space is wasted on centaur & skritt).
AoE cap being removed and more choke points would break the zerg up and give smaller groups a fighting chance.
Add friendly fire to AoE and Siege and you will see a lot less zerging. I know it will never happen because of the way the combo system works but it truly is one solution that will eliminate zerging and force actual skilled gameplay.
Regarding GvG… Why don’t they do GvG in Obsidian Sanctum? Wouldn’t it be the ideal location for GvG and not take up valuable queue? (Legitimate question from someone that has no idea about GvG)
No. If anything the size of the maps has become detrimental to the game type. Segregate them further, cut them in half for all I care. Limit the player cap. 20v20/30v30 is far more fun than 50v50 or the lovely 30v60.
Alternatively introduce more incentives to ‘scouting’ – there are still none. Feels horrible asking someone to scout a location for 30 minutes.. an hour.. two hours when they should be running around enjoying the game. Perhaps there can be an upgrade when you reach tier three upgrades (reinforced keep/tower), where your ‘veteran scout’ NPCs actually talk in map/team chat and inform you when a large force approaches your keep/tower in quick succession? Some sort of sensory system.
They should eliminate the 3 way battle on all maps but EB. Two servers per borderland, still three borderlands. Borderlands 1 is server A vs server B, Borderlands 2 server B vs server C, and Borderlands 3 is server A vs server C.
The two current ‘invaders’ waypoints on the base of the maps will be the two servers home point, bay the easy target for one, hills the other. Garrison becomes an even 50/50 objective, and each of the two northern towers slightly favour one side. Citadel can perhaps become an access point for the server that holds garrison? So whoever holds Gari holds the citadel waypoint.
OR! For the sake of balance… the server that DOESN’T hold garrison gains access to the citadel WP after the opposing server holds garrison for x hours!
EB should remain the same.
Frankly, Eternal Battlegrounds are basically the only map that I consider “fun” given the games current meta. Borderlands 1, 2 and 3 are a chore to siege and defend due to the extremely high 2v1 tendency combined with the sparsity of objectives on the map.
When all three servers have a queue and/or at least a ~40+ man zerg… it becomes difficult to micromanage your forces and divide them into response teams that can handle both forces when your server only has one major guild on that map and a large majority of casual puggers who queue the map.
Sure, 2v1 occurs in EB, but given the general closeness of proximity of your towers, its easier to respond to. Bugger those regular borderlads right off and duplicate EB x3. Rotating which server has which starting keep on each map.
…..or just overhaul the scoreboard.
(edited by Baels.3469)
They are not too small…
Just remove the waypoints in keep.
They are small. Zerg from bay can run to hills faster than 2 rams can destroy wooden gate.
The alternative being structures become even more indefensible because people can’t get there in time, or people are forced to sit in structures waiting all day for an attack.
Actually, I’d say the zones might be too BIG based on the fact that the two issues I just mentioned are already a problem.
I’m not sure why you’d want to create a situation where it is nearly impossible to meaningfully respond to attacks and expect that to make the game more fun…. it means more PvDoor and less fighting.
zones are absolutely not too small. we are too big.
make all the players as big as invulnerable engineer thingy.
The alternative being structures become even more indefensible because people can’t get there in time, or people are forced to sit in structures waiting all day for an attack.
Actually, I’d say the zones might be too BIG based on the fact that the two issues I just mentioned are already a problem.
I’m not sure why you’d want to create a situation where it is nearly impossible to meaningfully respond to attacks and expect that to make the game more fun…. it means more PvDoor and less fighting.
because it would mean splitting the zerg into smaller forces and tactical play. thats why!
Yes.
/15chars
remove your go faster stripes and try and run around solo without decent speed boosts
I play mesmer, so your argument about “decent speed boosts” is invalid.
And i do run solo most of the time.
Yes, too small and too contrived as well. Every path, every attack point has been pre-determined.
Imagine how great the game would have been if WVW was an integral part of max-level zones in the main game world.
They are not neccesarily too small, but too high of a percentage was wasted by the designers on non important thing that add nothing to the WvW experience.
Fancy design may be the way to go in PvE but when you have a limit on how big you can make a map for WvW you should focus on gameplay instead.
The alternative being structures become even more indefensible because people can’t get there in time, or people are forced to sit in structures waiting all day for an attack.
Actually, I’d say the zones might be too BIG based on the fact that the two issues I just mentioned are already a problem.
I’m not sure why you’d want to create a situation where it is nearly impossible to meaningfully respond to attacks and expect that to make the game more fun…. it means more PvDoor and less fighting.
because it would mean splitting the zerg into smaller forces and tactical play. thats why!
No, it would not. Explain logically what you think might happen…. Do you think people will split up and do zone defense and just stand around and wait if their zone is not being attacked?
What will happen is..the harder you make it to respond to an attack. The less people will even try.
Really, its like the posters here can’t even get their story straight… how many times have I seen people complaining about how easy it is for the zerg to take down a door before anybody can even get there? And then you guys also simultaneously want to make it HARDER to cross the zone? It absolutely makes no logical sense unless you have some fantastic notions about what the effect will be. (It will break up the zergs cause reasons!)
so there would be a reason to get mounts
Giving higher speed boosts is counterproductive to making the zones larger.
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