Full Zergs wouldn't happen if..
Bigger maps would be a lot more fun. Would make for more intimate battles and wider breadth of strategy.
But I guess they catered to the 12-second attention span of preteens just looking to get into the thick of it—smaller maps means more conflict and, yes, easier for zergs to form naturally (with bottlenecks and conveniently placed sentry circles)
Character name: Azilyi
I don’t think increasing the size of maps will help. People will still group together and go take a keep, camp, tower, or castle while in a zerg. Also right now I hear complains about WvW maps being to large. Which in some cases I agree with (but I don’t think the size needs to be changed).. I mean you got to run for ~5 minutes to get from your spawn (assuming you are not on your home borderlands) to a northern tower. I would imagine this would really kitten off small groups and solo players because when they die they would have to run even further. At least if your in a zerg and die you have a better chance of being rezed.
As for changing the point system.. I can’t agree with this. If you were to give points on capturing keeps, towers or castles no one would defend. There would be no reason too. People would just take it, let it get taken and then take it again.
Also a full server can’t fit in a WvW map (I think there is a cap of 133 people? Can someone confirm this) per Borderlands (166 for EB?) . And I don’t recall ever seeing a 133 person zerg (at least on my server).
Necro Alt – Spazza The Troll
Rubbish, never do you have to run anywhere for 5 minutes. You can reach any point on the map easily within 3 minutes. Most of the time you barely need to run more than one.
People are just very impatient and have no sense of time.
The fact that the maps are so small also means that position really doesn’t play a big role. If one Zerg is attacking a Borderlands Keep they can break off the attack and defend a “bay” keep within a minute.
Numbers are really the only thing that currently matters in WvW.
That’s why WvW is more akin to Battlefield 3 than RvR from DAoC.
It’s odd that the WvW seemed so huge during the beta days but now they seem far to small to host really epic battles.
Even if all three Borderlands maps were combined into one they’d still only make up a fraction of DAoCs RvR map.
WvW is essentially RvR for the CoD generation.
Bigger maps would be a lot more fun. Would make for more intimate battles and wider breadth of strategy.
But I guess they catered to the 12-second attention span of preteens just looking to get into the thick of it—smaller maps means more conflict and, yes, easier for zergs to form naturally (with bottlenecks and conveniently placed sentry circles)
Full zergs are fun but I like seeing guilds divide up their forces taking different things. which is impossible right now since a zerg can easily take out one team of say 10 at sunny and then run down and wipe a team at bay.
Would feel more strategic if guilds had to plant guild members in multiple areas to defend or attack for any given amount of time. It has been tried in Tier 1 but in the end we just go ahead and roll out that full server zerg to crush everyone.
So far it has still been the same tactic even in tier 1,
Get every ally on your BL and steamroll everything.
If your server has the communication between guilds to mobilise everyone onto a single bl then more power to you I say.
By the same token if you completely capped your own bl, then left it undefended while you went somewhere else, then you get everything you deserve.
i agree with this. if the maps were larger then you could punish that 100 man zerg that was in the east by taking their undefended points in the west. this would cause them to have to break up into smaller 20 to 25 man groups.
This was the thing that made daoc really great. You couldn’t go from 1 end to the other in 2 minutes. You actually had to hike out if you wanted to hit something.
So far it has still been the same tactic even in tier 1,
Get every ally on your BL and steamroll everything.If your server has the communication between guilds to mobilise everyone onto a single bl then more power to you I say.
By the same token if you completely capped your own bl, then left it undefended while you went somewhere else, then you get everything you deserve.
JQ can, and has, rallied everyone to one BL when need be. That’s why we have our community TS to assist with such things. We keep people friended, and utilize whispers to catch those that aren’t on TS. It’s really not all that hard o.O
I agree with deserving it if you’ve all left. Need people on defense before you start thinking offense. It’s just that the defending part isn’t as glamorous to most people. Trust me, I’ve spent like 209322232 hours watching JQ’s watergate >_<
Jade Quarry
Onslaught [OnS]
The point system needs changing as well. Points should be awarded for each capture of a fort , garrison, or keep. Supply camps should only be awarded points after the tick.
Sorry, but that part is simply clueless. All you would get with that is more zergs and people not defending anything because it would be worth more points to just run around flipping objectives back and forth. That’s truly a horrible idea.
Stormbluff Isle [AoD]
Bigger maps, multiple contestable waypoints that can be used by both sides, Charr troop transporters and drop copters that can be built like siege and carry limited numbers of players = more strategy = more dynamic = more fun.
Just going to point out that “the SOS zerg” that moves around equates to less than half the SOS players on the server. There are alot of players in back play who are setting up defensive and offensive siege, flipping hylek/dredge, repairing walls, scouting, roaming solo to capture points etc etc. I dont really know if JQ or BG are “full zergs” like the OP mentions, but I doubt it because I reguarly run into small groups working together. In complete honesty, this thread sounds more like QQ than an actual reflection of reality.
Sad that the funnest skirmishes often happen in the JP. What I think WvW needs is more areas/terrain that can be abused by a small group of people to hold back a large zerg. Many of you probably saw the video a couple weeks ago of a party of elementalists holding back a full zerg at a choke.
Problem is, there are very few extended chokes other then at towers/keeps. A lot of the area inbetween (at least on EB) is open fields. There needs to be more pathways that can be held by a small group of people. Zergs would have a choice then, try to force themselves down a small pipe to get to their target, or take the longer/easier route, or split their forces.
Give more areas of the map more meaning.
Many of you probably saw the video a couple weeks ago of a party of elementalists holding back a full zerg at a choke.
I know the video, but thats not what happened. The other group realised they were chasing and were called back, which is what they should have done, but should have done earlier. A larger group shouldn’t waste their time with a smaller group, which is something commanders are trying to promote in all tiers from what I have seen.
Sad that the funnest skirmishes often happen in the JP. What I think WvW needs is more areas/terrain that can be abused by a small group of people to hold back a large zerg. Many of you probably saw the video a couple weeks ago of a party of elementalists holding back a full zerg at a choke.
Problem is, there are very few extended chokes other then at towers/keeps. A lot of the area inbetween (at least on EB) is open fields. There needs to be more pathways that can be held by a small group of people. Zergs would have a choice then, try to force themselves down a small pipe to get to their target, or take the longer/easier route, or split their forces.
Give more areas of the map more meaning.
There’s lots of places other than towers and keeps to hold the maps to hold off bigger groups. The game is filled with cliffs and bends and ramps and doorways.
With bigger map’s I’d like to see 5 worlds, not 3, competing on it. It would end the easy 2v1 action that still takes place.
Bigger maps, multiple contestable waypoints that can be used by both sides, Charr troop transporters and drop copters that can be built like siege and carry limited numbers of players = more strategy = more dynamic = more fun.
This sounds like a fantastic idea
Larger worlds? PvDoor sounds really intense.
Larger worlds? PvDoor sounds really intense.
it would only be PvD if one team is dumb and kept their entire team in one big zerg(like it basically is now).
with larger maps it would force the zergs to break up into smaller squads of like 20. you would have def and off squads for different locations of the map. these squads would need to communicate and work together. we would end up with more 20 on 20 man fights instead of the 80 on 80. hell this would probably help a little with the culling as there would be fewer zerg fights.
as it is now everyone just balls up into a giant zerg cause if anything does come under attack it only takes half a min to get there and defend.