Q:
(edited by Oulov.7913)
Q:
WvW, as exciting as it used to be when it first appeared, is becoming so boooriing when compared to pvp or even pve. I don’t even want to talk about zerg stuff. I guess people are getting bored because 80% of play on these map comes down to:
1. Walking……
2. Running…………..
3. Roaming………………..
4. Running away…………….
5. Strolling………………………………..
6. Hiking……………………………………………
7. Wandering…………………………………………
8. Swimming………………………………………………
9. Diving…………………………………………………………….
10. Brainless following………………………………………..
Untill you finally have an opportunity to cross swords………I mean……aoe’s with enemy zerg. And then, you have but 2 fascinating options: you win the fight and you continue the process (1-8) or lose the fight and die and……guess what….. restart the process (1-8).
Seriously? When my zerg and I are in our main castle on my borderlands I have to run through the whole map to face the enemy zerg and have some fun fighting them just to be beaten and…….teleport back to my castle….
And while the enemy zerg recuperates, has a tea, eats a pie, smokes cigar, takes a bath and reads a book our zerg finally comes to fight them again and, because the enemy is fresh and ready for us, takes a beating yet again.
My point is: make WvW more “mobile” and fast-paced. Put some waypoints here and there. Or give us freaking tanks or armored transports lol. Do something. For now, it looks like 80% of running, 10% fighting mobs and 10% of actuall pvp. <abashed>
(edited by Oulov.7913)
that’s true. the ppt mode forces servers to play tactical. Tactical means: taking structures as fast as possible, as many as possible avoiding the fight with other zergs. There’s no point fighting other players in large scale fights. They should implement some sort of chocke points where armies must go through so they must fight each other to get to other part. Someone suggest the “Orb” mechanic to be restored. Anyway in this way is getting boring and only farm-train will survive.
WvW is more about playing chess for me than it is anything else.
Its a video game that focuses on RPG MMO elements. If u wanted action every second, go play team fortress 2 or CS
I really liked a suggestion about altering the maps slightly so you had moving front-lines. Basically so that you knew where the fights where, if you had pushed the enemy out of your BL it would be locked until they broke in again. So you knew the fights would be in EB for example, trying to open up the way into your BL again.
I really liked a suggestion about altering the maps slightly so you had moving front-lines. Basically so that you knew where the fights where, if you had pushed the enemy out of your BL it would be locked until they broke in again. So you knew the fights would be in EB for example, trying to open up the way into your BL again.
Kinda like they did in Warhammer Online. I never understood why Anet didn’t used this idea. It was really fun and made numbers matter less. If you have to fight in a certain zone, you can defend easier. Currently you just lose against other servers having bigger numbers. They ktrain on every single map and you have to decide what to defend and what not but in the end they flip everything just because they rush your objectives.
That’s why I only zerg on reset. The rest of the time I’m out there roaming because I’m sick of all the ppt/ktrain mentality.
I think there are a few small things that could be done for this with a few rule changes, but nothing really major. Mainly to actually reward you for defending against players etc.
I think map design could accomplish much more, but that is a heavy cost to ANet in time/money so not very likely.
There is also the problem that if they make a map to solve just this, it probably will turn out to be very linear and many will find it boring to play since you can’t run around freely.
An example would be to make a map constructed like a circle, where you have to take out (or at least break down the walls) on both towers or keeps to get to the next area. This would be great at creating a moving battle front, but horrible at many other aspects (roamers for example). It would however let you have 2 fronts and attack/defend/push etc, and if pushed all the way back, you could defend your last tower/keep with entire forces etc. It could have been an interesting play mode for a single map, as long as it didn’t replace all maps and forced us to play that way.
Get out of the zerg , go to an enemy bl and start capping things. The fights will come to you.
I partnered up with a random roamer yesterday and we bag farmed a 10ish man group for a good hour yesterday in the sw camp of their bl. They finally killed us when a 5 man guild group running pure cancer condi PU builds showed up to attack us while they trebbed the camp from bay lol.
My point is: make WvW more “mobile” and fast-paced. Put some waypoints here and there. Or give us freaking tanks or armored transports lol. Do something. For now, it looks like 80% of running, 10% fighting mobs and 10% of actuall pvp. <abashed>
But… there are waypoints all over the place? Hills, bay, garrison, border keep when they are upgraded. The entire border gameplay revolves around getting those waypoints up.
WvW is alot of running, true. But its not anywhere near that bad. Zergs clash all the time. If you roam on an empty border meeting no one there is a reason for that – its empty.
My point is: make WvW more “mobile” and fast-paced. Put some waypoints here and there. Or give us freaking tanks or armored transports lol. Do something. For now, it looks like 80% of running, 10% fighting mobs and 10% of actuall pvp. <abashed>
But… there are waypoints all over the place? Hills, bay, garrison, border keep when they are upgraded. The entire border gameplay revolves around getting those waypoints up.
WvW is alot of running, true. But its not anywhere near that bad. Zergs clash all the time. If you roam on an empty border meeting no one there is a reason for that – its empty.
The OP called his garrison (or possibly citadel) his “main castle”. Odds are he is pretty darn new to WvW. He probably showed up for golem week an never saw a wp since nothing was being upgraded.
You can build waypoints in the “secondary castles” to facilitate getting around faster.
If you want to just spawn and fight, there’s sPvP.
If you look at ops posting history it appears that he plays a lot of spvp so I am sure that he is used to getting into the action quickly. The thing is that WvW maps are larger so multiple play styles are valid. Not everyone that plays WvW zergs.
After playing ESO’s version of WvW I cant help but laugh when I read these complaints. I know it really isn’t an answer and the things you find frustrating are still frustrating. But it is still funny.
I think for dedicated roamers the process is a bit different. Usually I take a camp just to entice the enemy. Same reason I travel common roamer routes. We look for fights but that isn’t all their is to it.
On bigger servers finding a zerg to run with is as easy as someone tossing up their commander tag or even just seeing a group of people. Part of the fun of WvW is that many things that are pointless in conquest still help here.
If you can’t get into it try PvP.
They need to lower reward for capping undefended Buildings for players and then race reward for defending, if you manage to defend a keep so enemy leave give same reward on exp, coin, wvw exp to defenders as attacers would have got.
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