What features does a good borderlands map need?
Rather than asking someone to guess what we want in a good borderlands map we can help by putting forward constructive ideas. Please keep to listing features and explaining why you think they are needed – this is NOT about existing maps. Also please remember that we may have differing opinions of what is needed – that’s ok: the purpose of this thread is to give Anet a better idea of everything our community thinks a good map requires. So make suggestions and explain them and we can hope they pick the good ones.
I have a few ideas to get us started but it’s not perfect. Please add your ideas too.
Keeps
Should be worth defending or attacking so must have some strategic value. Way points should be an upgrade and should be useable by whoever holds the keep. Keeps should be the hardest objectives to take on a map.
Towers
Towers need a strategic value, either because they provide support or refuge for an attacking force or because they provide a defensive role. Towers should be able to be taken by a standard party of 5 players.
Camps
Need to have value for defenders (supply for upgrades/repairs) as well as attacking teams (supply for siege).
Sentries
I like the idea of sentries “spotting” players and want to keep this. Sentries should be veterans that a moderately skilled player can solo. I’d put sentries on the easy routes between objectives, particularly at junctions. Perhaps sentries could have a talk-to interaction to give players directions to nearby places?
Terrain
Happy with a variety of terrain so no personal preference here as long as I can get from A to B and can see a reasonable distance. The terrain should give a variety of open spaces near key objectives such as keeps where large fights can occur, and in other places choke points to help prevent blob rule. I’d like to see some environmental things – I miss the houses and villagers (and chickens) we used to defend in the North of the old maps, and they provided relevant cover for sneaking about or chasing people round.
Routes
There should be one easy “pug” route to each objective so inexperienced players or people new to the map can easily move around. There should be other routes that are less obvious and provide some benefit, for example less chance of being spotted, or easier to defend if you’re being pursued.
Other features
Upgrades should follow a set pattern but require human interaction at each location for each step. An empty BL should not upgrade itself. Upgrades should take time and require a proportion of the supply held in the objective (denying supply to places under siege is a valid strategy and rightly requires the defenders to make tactical choices).
Yaks and sentries should drop materials for WvW guild upgrades so roamers, small and big guilds alike can collect these in WvW.