Idea for skill lag.. and zerg breaking
Not so sure about your numbers there . . . just guessing I would assume but probably pretty close to 100 per side per map these days which really just needs to be lowered enough to make fewer huge skill lag infested battles. Also not sure this would help the problem or not. Granted you’ve given everyone a lot more space to run around in but there is still plenty of opportunity for those 50vs50v50 battles that cause skill lag to occur and lately, big battles on one location in the map have been having effects across the map where people can’t even fire skills while standing around in their spawn camp. I imagine there is a reason they had to keep the maps the size they did and broken apart. There is likely a point of diminishing returns when it comes to resources and map size for this sort of thing. It is good to keep tossing out ideas. Daydreaming of game improvements are half the fun of forums like these.
Xyleia Luxuria / Sweet Little Agony / Morning Glory Wine / Precious Illusionz /
Near Fanstastica /Ocean at the End / Blue Eyed Hexe / Andro Queen / Indie Cindee . . .
While I’m all for bigger maps, it’s simply not possible due to the obvious GW2 engine limitations. Have you seen a map the size you mention anywhere in the game? No, and for a good reason, GW2 does not support level streaming, hence medium sized instanced maps are everywhere.
The way to fix lag is to give more adrenaline to the hamsters that turn the server wheels aka upgrade the bandwidth and hardware
While I’m all for bigger maps, it’s simply not possible due to the obvious GW2 engine limitations. Have you seen a map the size you mention anywhere in the game? No, and for a good reason, GW2 does not support level streaming, hence medium sized instanced maps are everywhere.
The way to fix lag is to give more adrenaline to the hamsters that turn the server wheels aka upgrade the bandwidth and hardware
^this^ … on everything.
Stormbluff Isle [AoD]
It’s a technical issue. Big map = big queue = lag
This is actually a good idea, with 1 change to address the map size concerns. Have instance portals (like between PvE zones) in the middle of each bridge. You would then still have only 1 guaranteed spawn, but it would make it much harder for zergs to bounce around the map.
Os of NSP
Go down, not out:
Instanced subteranean levels to break into structures from underneath. Pillars underground could be sieged to collapse segments of wall on the surface. Various areas can be sieged to allow the enemy zerg to choose one of several locations to enter the enemy courtyard on the surface to attack more randomly.
Go up, not out:
Instanced air battles where sky ships can deliver supplies and strafe the landscape where zergs are organizing. Commanders can call in airstrikes where they increase in power depending on the number of sky ships controlled.
Go nowhere:
Simply make it impossible to claim an enemy tower unless you own all towers on your side of the map in EB. You can siege it, kill the lord, etc. But you can’t raise your flag while your own defenses are in question. Make it so you can’t take the enemies garrison unless you own SM. SM is so large but most people ignore it because it’s not worth the effort when you could attack something else. Force real strategic value behind taking enemy structures and attacking/defending your own.