So some of you would agree that WvW has a lot of fail conceptions. I honestly don’t think devs will give a kitten on this suggestion since there are tons of different suggestions have made already, and referring to devs recent post, they hardly listen to us. Nevertheless, let me point out some ideas that I’ve noticed while playing WvW and reading the forum.
1. Reduce importance of siege.
Current WvW is all about siege and repeat it endlessly. The number of towers/keeps the server has is prior to everything else. This eliminates some options we could have gotten on the WvW field, such as sporadic small engagements, because being in a larger group is much effective for quick siege and getting more points. This will not only solve current point-rely system that make people giving up too early, but also make things more interesting than repeating siege over and over for months.
In fact there are still small engagements are going. However, the small-sized roaming group often gets demolished by larger group of people, or zergs if you will, which brings another problem.
2. Expand WvW map size and diversify them.
There are 4 maps on WvW field. 3 of them are Borderlands, and one of them is Eternal Battleground. The Eternal Battleground is designed for offering experiences of very intensive siege circumstances with numerous numbers of towers/keeps and castle in an extremely tight field.
What about people those who wants to roam larger field and looking for decent fights? Sadly, 3 Borderlands can’t be your answer. Those borderlands are slightly larger than the Eternal Battleground, but it is still very small field. With decent swiftness and few dash abilities, it takes no more than 3-4 minutes to cross the map vertically. Considering the number of people one borderland potentially can hold, the map is so small. We simply can’t avoid massive engagements, and that limits our enjoyment.
Moreover, those 3 borderlands map are exactly the same. There are no difference between 3 fields whatsoever except the little tweaks of landmarks name. Even those MMOs which were launched at early 2000s had PvP fields that have different environments. 3 same borderlands are just lame.
Diversify and expanding borderlands may help to fix following issue.
3. Give some time to defence force before the keeps being sieged so that they can gathering forces up.
Often sieging keeps in WvW is nothing more than fight against npcs, especially for night caps. No one likes to fight npcs all night.
Give defenders some time so that they can gather up people and prepare for the defences. Adding some indicators would be great and will do its job. For example, the indicator locates on somewhere on the screen, regardless you are in a PvE zone or WvW zone, you will see very simple indicator that shows you how things going on the WvW and which keep is under the siege. Say you have 15 minutes before the siege actually starts. You have time to go the borderland and gather your forces up against the attackers. Also, being in a different borderland will make some interesting situations where attackers should consider different positions to place siege weapons, and defenders should replace their siege weapons accordingly.
This will solve some night cap problem, both for defenders and attackers. Defenders can catch some break between sieges and hold attackers speed little bit, which will reduce the odds one server dominates all the borderlands in a single night and prevent losing server people from premature giving up. For attackers, of course, they will have more chance to fight against people, not just the stupid guards.
For day capping, 15 minutes delay would be unnecessary, but 5-10 minutes of delaying would help to speed down dominating going on some servers.
I feel like I wrote too much for one thread so I’d like to stop here. There is no TL;DR so read ‘em all or quit. I don’t expect much things from suggesting these stuff as I specified on the top, but will gladly read your interesting ideas and refutations.
(edited by rekina.6078)