[HoT] Choke points sieged and mountain path

[HoT] Choke points sieged and mountain path

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Posted by: TyPin.9860

TyPin.9860

As they announced objectives like towers and keeps will be placed at strategic points such as choke points. I imagine, if that would be really the case, that servers would siege up those towers and around the respective choke making it hard to impossible to go through there.

So either you siege their siege down or I hope you’d be able to bypass that choke point through a “dangerous mountain path”. I imagine this path be filled with a mix of jumping puzzle parts (like small pathways, cliffs to overcome and such but not too much) and environmental effects (snow storm and such with chill effect and a bit of dmg [also to siege and reducing carried supply]). You could also try to build bridges and pave the path for your server (but also for the others). However the environmental effects will destroy that paving eventually again (or other players will^^).

I really hope something like that will exist in the new WvW map. It would most certainly make roaming (what I do 95% of the time) more interesting

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

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Posted by: Offair.2563

Offair.2563

Lets sit out and wait till it all goes live and then have our opinions on it?

Big Babou, Ranger for life.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.

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Posted by: Krustydog.3072

Krustydog.3072

Battle lines. I like it. Jumping puzzles not so much.

SoR FTW

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Posted by: One Prarie Outpost.4860

One Prarie Outpost.4860

I like the idea of a difficult path in. Red Keep in EBG is the only place with valid chokepoints, IMO. But I agree with Offair about waiting until more information is available before we get our hopes up only to be dashed on the rocks of reality.

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Posted by: Zetsumei.4975

Zetsumei.4975

That certainly wouldn’t be good for roaming.. are you telling me you’d like to be enclosed in a small corner of the map due to be cut off by walls or have to fight an opponent handicapped with you being perma-chilled? Those things are exactly the reason eotm is terrible for roaming

Kurodaraku – Necromancer | Kuroshikon – Ranger
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia

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Posted by: One Prarie Outpost.4860

One Prarie Outpost.4860

Who said anything about being enclosed in a small corner of the map? The current WvW map is boring already. So they removed the lake in the middle and added ruins, BFHD. Change up the topography.

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Posted by: Johje Holan.4607

Johje Holan.4607

Waiting is no fun. Speculation is fun.

It sounds to me like this is thier attempt to mitigate population imbalance. And if it works like I hope then this will be very fun and I will give kudos to Anet.

A lot of people find huge battles for towers/keeps/SM very fun. However those battles don’t occur as often when population imbalance is present (which is a lot). You end up seeing more PvD than PvP. And it demoralizes the smaller server(s) so it just gets worse as the week goes along.

This design seems like it will allow a less populated server to put up a defense against a server that has greater population. The large pop server can’t just go directly to watergate and zerg their way in. They must go through the tower defense first.

This will not allow the less populated server to win the match. It probably wont matter much for PPT.

What it will do is put them on a more level playing field in a particular region of the map. It will allow everyone – both the weaker servers and the stronger server to have fun. Which really is the point of a game.

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Posted by: Taerik.3405

Taerik.3405

Waiting is no fun. Speculation is fun.

It sounds to me like this is thier attempt to mitigate population imbalance. And if it works like I hope then this will be very fun and I will give kudos to Anet.

A lot of people find huge battles for towers/keeps/SM very fun. However those battles don’t occur as often when population imbalance is present (which is a lot). You end up seeing more PvD than PvP. And it demoralizes the smaller server(s) so it just gets worse as the week goes along.

This design seems like it will allow a less populated server to put up a defense against a server that has greater population. The large pop server can’t just go directly to watergate and zerg their way in. They must go through the tower defense first.

This will not allow the less populated server to win the match. It probably wont matter much for PPT.

What it will do is put them on a more level playing field in a particular region of the map. It will allow everyone – both the weaker servers and the stronger server to have fun. Which really is the point of a game.

This is why I am looking forward to it, I like the idea of wvw but I get very frustrated with the reality of few and far between battles against other players

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Posted by: style.6173

style.6173

They are giving a demo of WvW at Pax east. You only need to wait a couple more weeks. Soon, we will all know whether ANET has learned from the EotM failure or if they try to do the same thing twice.

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Posted by: TyPin.9860

TyPin.9860

I agree with Johje Holan.4607: Speculation is fun. We are not concluding anything from our speculations about the actual expansion. But throwing around ideas is something I’d want as a developer from my player base. So I will speculate the hell out of that expansion (I just write a fraction of it down in the forum^^)

@Zetsumei.4975:
If this is the place, where you actually would fight… so do it. I didn’t imagine this “mountain path” as the main battle ground for raomers. I would put it into the game, to make it difficult to pass through to the other side. The aim is simply to prevent the Zerg from bypassing the fortified choke point, but still to allow “special operations” to get through. It would also be strategic point. A server would need to scout such mountain paths, otherwise “Hannibal might still cross the mountains with his elephants”.

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

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Posted by: Lord Kuru.3685

Lord Kuru.3685

Waiting is no fun. Speculation is fun.

It sounds to me like this is thier attempt to mitigate population imbalance. And if it works like I hope then this will be very fun and I will give kudos to Anet.

A lot of people find huge battles for towers/keeps/SM very fun. However those battles don’t occur as often when population imbalance is present (which is a lot). You end up seeing more PvD than PvP. And it demoralizes the smaller server(s) so it just gets worse as the week goes along.

This design seems like it will allow a less populated server to put up a defense against a server that has greater population. The large pop server can’t just go directly to watergate and zerg their way in. They must go through the tower defense first.

This will not allow the less populated server to win the match. It probably wont matter much for PPT.

What it will do is put them on a more level playing field in a particular region of the map. It will allow everyone – both the weaker servers and the stronger server to have fun. Which really is the point of a game.

What will really happen is that once the larger server takes the tower the smaller one will be unable to retake it.

(edited by Lord Kuru.3685)

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Posted by: TyPin.9860

TyPin.9860

It depends. If the setup is smth like:

‘spawn A’—>keep—>tower—>choke<—tower<—keep<—‘spawn B’

then the tower will be open from one side and that would be basically the same situation as we have now. Allowing you to have multiple attack angles on fortifications on “your” side of the map

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!