Beside bug/lag/Bal how to improve WvW?

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Posted by: Knighthonor.4061

Knighthonor.4061

Beside the bugs/lag/balance issues in WvW

(NOTE: I said besides BUGS, BALANCE AND LAG ISSUES for this discussion)

how can WvW be improved?

What makes WvW fun for you, and can be improved to be more fun?

Want anything new added to WvW that isnt already in WvW?

Please answer and discuss these three questions.

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Posted by: Knighthonor.4061

Knighthonor.4061

You all mind adding to the discussion please?

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Posted by: Keiel.7489

Keiel.7489

New maps would be welcomed.

And maybe a giant cannon on top of SMC.

[DONE]

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Posted by: yeosel.7902

yeosel.7902

Bigger maps.
No using siege from one keep to take another aka SM trebs.

I think it would be really cool to let guilds design thier own keeps for when they claim, would add some much needed diversity to towers and even SM.
Probably couldnt change the garisons in borderlands but i think a personalized water keep or hills would be awesome. also adding moats and drawbridges would be an interesting change.

If they make much bigger maps then adding mounts might be kind of cool also.

I know everyone hates pve in thier WvW but having say a captured dragon helping defend a guild keep or maybe some skritt guards. you could make it an epic rare drop off of some of the world bosses (tequatl’s egg, or an altar to balthazar that can be used to summon his avatar)

Ooh how about changing the guards to be clones of offline guild members with thier traits and gear and setup.

I dunno there are lots of things that could be added if the hardware and programming allow it.

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Posted by: Killthehealersffs.8940

Killthehealersffs.8940

Introduce a new item that can <<salvage the suplies>> from the siege weapons (not the blueprints) , in order to fight ppl that waste resources .

Flame Rams + Ballistas + Arrow Cart(that are not on the walls) + Unfinished siege weapons , that are in a keep which is not under attack , can be salvaged (after 1 min) .
Arrow Cart (on the walls) and the rest of the siege are excluded .

Increase the rewards for killing any siege weapon (offer 50 coppers) and all the suplies are returned in the nearest suply deposit or keep (in the case some1 build them outside of the keep , or near a suply deposit) .

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Posted by: Phantom.8130

Phantom.8130

New maps would be welcomed.

Bigger maps.

about new maps, this is something i completely and heavily agree with. however, it can’t just be “new maps”. in fact, they could actually get away with using the same maps that they’re using now, but just changing the locations of some key things.

see, the issue with the maps is, and always has been, they’re not designed strategically. they’re designed for convenience. the keeps should be the high priority areas. meaning, they should be in the back lines. not all stuck right next to each other on the front lines. the towers should be there to help defend the keeps by being placed on important choke points leading up to the keeps. not placed in a giant square.

it’s a matter of incentive. if i need to take a tower to have a better chance of taking a keep, there’s actual incentive to capture, as well as to defend, that tower. if it’s just there for points, that’s an artificial incentive, that’s easily discarded entirely, which there is ample evidence to support that happening a long long time ago.

using the borderland map, for example, here’s how you do it. first, trim down the size of the citadel. it’s a gigantic amount of worthless wasted space. it’s artificial filler. next, move the garrison up to where the orb alter and north camp. that becomes the “heart” of the home server. that’s their most important area. meaning, you build their portion out from there. pull the two northern towers up, and have them sit on the east and west side of that. right where the inner and outer paths converge now. they now have significance. they defend the choke point, and are within treb range of the garrison, so if they go down, the garrison is in direct jeopardy. meaning, people will need to defend them. next, you get rid of the skritt and the centaur. they’re useless annoyances now anyway. you put camps where those are. those camps send yaks to the tower on their side, and then it moves along to the garrison. take the north camp and stick it where the garrison currently is. have it send two yaks out, on either side, to go to the tower and then the garrison. you can even add two more towers between the northern towers, (at the switchbacks leading up from the NW and NE camps, though the switchbacks themselves can be moved north a little bit.) and that camp to act as forward observation posts. these will get flipped often, so there’s still fast action going on. and now? now the north of the borderlands is fixed. everywhere has a REAL reason to capture AND defend it.

but, you can’t just stop at the north, there’s still two more thirds left. and here’s how those can be fixed too. take the bay, flip it, and stick it where the SE camp currently is. and then take the hills and flip it and stick it where the SW camp currently is. yep, switch which sides they’re on, and stick them in those corners. now those are the “hearts” of those thirds. leave the NE and NW camp basically where they are (just slide them south a little bit), as well as the south camp and the SE and SW towers. they’re peachy. add a new tower where the hills used to be, and a new tower where the bay used to be. much like the towers in the north, these are placed there to support their keeps. they have REAL purpose, to both capture AND defend.

and here’s the kicker, by moving the hearts away from each other, you create more room between each third. meaning, there’s no need to make the maps bigger, because now there’s a ton of open field to fight through, and zergs can’t get everywhere in 15 seconds. people have to play smart. and not only do they have to play smart, they’re naturally encouraged to play smart. because the actual layout is done in a strategic manner.

(continued)

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Posted by: Phantom.8130

Phantom.8130

the fact of the matter is, if this were an actual war, the people who decided to build their keeps and towers how they are right now would be dead. and not just dead, they would be dead, and their kingdom would be overrun in 20 minutes, and they would become laughing stocks. there’s a reason people built their areas with their defense in mind primarily, because it friggin’ worked. the methods evolved over centuries. what worked was kept, what didn’t worked was laughed at and tossed aside. putting your keep on the front lines, while putting the areas meant to support them behind them, is like putting your nuts on the outside of your jock strap. people who lead with their giblets often get them chopped off.

and here’s the thing. if those areas are too hard to attack, it’s a lot easier to alter the landscape to make that easier than it is to try to alter everything because an area was impossible to defend. just raise a hill, and there’s a new treb spot. mission accomplished.

and until everything on the map has REAL strategic purpose, people aren’t going to give a crap about them. why should they? points? screw points. if it’s “if we lose that tower, our keep will fall” or “if we take that tower, we can start pressuring their keep” people will see the line of logic and start following it, and WvW will be what it’s supposed to be. a siege and open field based massive PvP system, instead of “a farmer’s wet dream.”

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Posted by: Aisunokami.6430

Aisunokami.6430

Some of these may have already been sugested, so forgive me if i repeat.

Larger maps. (as I know was mentioned, the ability to siege from one tower to another makes for a too easy game)

Zergs… these need to be dealt with, but the complexity of how is a problematic issue. Here is one idea I have mentioned before in a previous post.
The larger the group, the lower the defense, hp and effectiveness it has, this doesnt need to be a huge handicap difference.
The smaller the group, the greater the buff you have to defense, hp etc. This can be controlled by proximity. So the closer you are to your team mates and group size the greater the handicap. Of course this can also cause issues with solo roamers.

Siege..
I have often found it odd that siege can be used to destroy walls and gates, then when the tower is captured, poooof the wall/door is magically repaired. What if they didnt?
This could make for more strategic sieging of towers and keeps.
Placed siege should also be used by all. If the enemy place a siege and leave it, then you can use it too. Siege should also be destroyable/dismantable (real word?) with a certain amount of the supply either re issued or a chance for the siege plan to be re issued. Only the owner of the siege placed can do this. IF an enemy tower is captured with siege placed in it, then you must also first claim the siege engine (right click or press F and select claim siege) then you can choose to destroy/dismantle.

Guards are too weak. The attack rotations are also too predictable.

A fourth enemy. This enemy will attack all, prime target is the team holding the most on the map and Stone Mist, they will also attack at random intervals. IF they capture a tower it is rendered neutral and can be captured by any team. They will only appear in EB and will not attack home keeps.

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Posted by: Knighthonor.4061

Knighthonor.4061

I would like to see more mobile sieges like those found in the Charr city. those look so cool. Imagine Dual Mounted sieges like that!!!

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Posted by: Madam Pomfrey.4162

Madam Pomfrey.4162

First and foremost willingness to do so.

After that what Phantom said is a very good start.

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Posted by: azizul.8469

azizul.8469

bigger map and remove waypoint…..

Cutie Phantasmer/Farinas [HAX] – CD Casual
Archeage = Farmville with PK

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Posted by: urieldhynne.2743

urieldhynne.2743

No more kittened matchup.

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Posted by: Swamurabi.7890

Swamurabi.7890

1. Map changes, since map size is at max. Phantom’s ideas are a start. you shouldn’t be able to take your entire force and waltz all the way untouched to the enemy base. Also eliminate “dead zones” and jumping puzzle.

2. Commander UI. Make different levels of UI for different levels of command. (army, corp, division, brigade, regiment, battalion, company, platoon, squad). Pick how many levels based on map cap.

3. In game server supported VOIP, where spies, if proven, can be banned from GW2

4. Remove structure to structure siege.

5. Add a better come back mechanic for the side that’s way behind. Remove white and orange swords, especially for outmanned servers.

6. I’d like to see unique items only available in WvW.

7. Airships

8. Remove waypoints.

9. Mines, explosives, things that go BOOM

10. Dredge tunneling equipment.

11. Spawn defenses to prevent camping

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Posted by: Phantom.8130

Phantom.8130

i have two additions to what i posted above

first is siegerazer. he needs altered. with the new setup i proposed, have him able to go to two places for each server. their “heart” keep on their home borderland, and their keep in EB. that way he’s actually a breackOUT commander that helps people get a solid starting area when they have nothing, instead of a break IN commander that people just activate to get a free supply refill.

next would be an additional piece of REAL incentive. now, i’ve never played DaoC, however, people have stated that there was a big PvE dungeon in it that needed to be unlocked by a server holding a relic. this can easily be adapted to GW2’s WvW. how? simple. alter the bloodlust area. have it so when a server claims the bloodlust buff on a borderland, an NPC spawns in the ruins, and begins running his way to that server’s heart keep. once he gets there, he goes to where the orb altar used to be and starts a casting animation. if a server is able to claim the bloodlust buff on all 3 borderlands, and is able to escort these dudes all the way to their heart keeps without him getting killed, a timer begins. say, 10 minutes. now, during these 10 minutes, the server has to capture SM if they don’t have it, or (most likely)defend it if they do. because at the end of those 10 minutes, a portal will open up on the 3rd floor of SM that leads to the big PvE dungeon. however, if they lose SM, or any of their heart keeps during that 10 minutes, all 3 dudes disappear, and the whole process needs to be started all over. furthermore, move all those ascended materials and champ bags that have been dropping off of the tower/keep lords to the mobs in that big PvE dungeon. so now, people want to get to that dungeon for the awesome loot, and in order to do that they need to hold their heart keeps, and in order to hold their keeps they need to hold their towers to protect their heart keeps, and they need to hold their camps to upgrade those areas to make them easier to defend. meaning, every area has significant REAL incentive to capture and defend, are strategically placed, and aren’t a stone’s throw away from each other.

now, i’ve heard that a map takes about 8 weeks to make, which means that if they start now, they can get this all taken care of by around the time the first season wraps up. they could even wait to release it until after the second season ends, and include a functional commander system along with it, and make it the uber-WvW update, and bring countless people who left BACK to the game, so that those people can spend their money in NCSoft’s cash shop, instead of another company’s.