Idea for skill lag.. and zerg breaking

Idea for skill lag.. and zerg breaking

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

I’m just going to do this point form as I don’t feel like writing.

Envision the current WvW maps we if you were to hit M and shrink it enough to see all 4.. remember the image.. now:

- Combine all maps to make 1 gigantic map
- All current maps remain the same on gigantic map but connect via bridges
- No que’ing for separate maps, just run via bridges (perhaps 3 to 4 to each map)
- EB and one BL would connect to all maps (if you were to look at the current map)
- The other 2 BL’s would connect to EB and one other BL (as the map would show)

Restructuring the current “bases” in each map

- The “home” spawn points in each BL remain the same and cannot be taken over
- Turn the garrisons into castles
- Turn the “guest” spawn points in each BL into keeps
- Turn the spawn points in EB into garrisons (that can be taken over)
- Keep SM as is but it give it more defenses but cost more gold/supply to upgrade

Spawn points, Way points, and New Upgrade

- The only guaranteed spawn now is in the home BL spawn point
- All garrisons and castles can be upgraded to a way point (like now)
- New upgrade available that makes way points uncontestable
- Remove way point upgrade from all Keeps, Hills, and Bay

Reduce the current max amount of players allowed on the new big map from 400 to 300. Try this number to see how it works

Why this may work?

- Far more things to take over and defend (9 more big structures to take over
- Less players + more to take over/defend could force zergs to break apart or else lose a lot of ground due to nothing being defended
- Skill lag could cease as zergs break apart

That’s it for now as I think i’ve written enough.. lol.. what do people think?

Idea for skill lag.. and zerg breaking

in WvW

Posted by: PariahX.6970

PariahX.6970

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.

~Xylla~ [oG] on Ehmry Bay [PiXi]
Xyleia Luxuria / Sweet Little Agony / Morning Glory Wine / Precious Illusionz /
Near Fanstastica /Ocean at the End / Blue Eyed Hexe / Andro Queen / Indie Cindee . . .

Idea for skill lag.. and zerg breaking

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Posted by: zerospin.8604

zerospin.8604

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

Idea for skill lag.. and zerg breaking

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Posted by: Cactus.2710

Cactus.2710

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.

D/D Thief who prefers mobility to stealth … so yeah, I die a lot
Stormbluff Isle [AoD]

Idea for skill lag.. and zerg breaking

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Posted by: BBMouse.6510

BBMouse.6510

It’s a technical issue. Big map = big queue = lag

Idea for skill lag.. and zerg breaking

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Posted by: Naffy.1493

Naffy.1493

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.

Tree Dink – Sylvari Guardian
Os of NSP

Idea for skill lag.. and zerg breaking

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Posted by: Atherakhia.4086

Atherakhia.4086

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.