By better I mean less running around looking for fights, more even fights, less ppt, less siege humping, less pvdoors, pvlords, and general less pve. More open field fights, more map variety, and more fun
Map Design
Step 1: Merge all servers, and spit them out into 3 servers.
Step 2: Create a continent map like this https://i.imgur.com/fzdIANW.jpg (remove victorian and oreole continents to get the idea) and give each server a “home instance” within their continent Can be the existing citadel locations in alpine borderland.
Step 3: Create map instances within each continent, like this http://i.imgur.com/3q6m72M.jpg
Step 4: Create new maps that can comfortably fit 100 players in it without excessive roaming to find an enemy player, or take snippets of existing wvw maps, or even pve maps. (example: http://i.imgur.com/n9Kepjc.jpg or even the garden of divinity’s reach)
Step 5: Further divide the map into quadrants (e.g. https://i.imgur.com/BqOw0ru.jpg ), and place an “Obelisk” within each hexagon. Make half of the quadrants red, and the other half of the quadrants blue, with a visible front line.
Step 6: Open up all keep / tower doors, remove all supply camps, and make all map objectives neutral. Give two spawn points in the form of an impenetrable tower, located in opposite sides of the map. Remove all forms of PvE from WvW. (Includes lords, guards, ambient creatures, moas etc). Have an uncontestable waypoint in the impenetrable tower, allow use of the waypoint to return to your spawn tower, but include a 10 second channel before returning.
Mode Design
Within each continent, battles are now initiated by invading a bordering enemy instance, called by 10 players from a server. This starts a timer where players can begin to populate the instance and prepare for battle (see the right side of http://i.imgur.com/3q6m72M.jpg to get an idea). This controls the number of players one side can have, and prevents one side from outnumbering the opposing side through the use of queues (e.g. if the red side has 40 players, and the blue side have 39 players, the red side is queued and locked until the blue side gets 40 players. The third server is allowed to join either side as mercenaries, to fill a sides army.) The battle will begin in 3 minutes of declaring a battle.
Instead of a continuously active wvw mode, battles last an hour. Players will need to kill enemy players, or destroy the enemy obelisks to score points. Obelisks reveals the location of enemy players nearby (think sentries in current wvw), and when destroyed, turns color and begin revealing locations of nearby enemies for the team that destroyed it. Obelisks deeper within enemy territory reward more points, but are more difficult to destroy. Players can turn their obelisks back into their color, but will award less points.
The victorious side in the battle will be determined by equal consideration through kills, and captured obelisks. When a side is victorious, the instance will change color and allow a battle in a different map instance. ( http://i.imgur.com/3q6m72M.jpg )
Both of the impenetrable spawn towers have a supply depot that periodically refills itself from a yak that walks to it from several random corners of the map. The supply can be used to build siege weaponry. (Catapults and trebs can damage obelisks that are deeper beyond the frontline, flame rams can damage obelisks faster, etc)
edit/ 3 times a day, the original borderland maps would open up for 2 hours for the ppt/siege zombies that prefer that over fights.
What this hopes achieves
- Allows for the introduction of fresh new maps
- Embrace the player oriented action in WvW more over PvE elements
- Facilitate open field fights while enabling roamers to cause havok at various locations in a battle, reducing the effectiveness of a zerg blob.
- Greatly reduce the controversy of night capping
- Facilitate for more evenly matched fights through queues and mercenaries.
- End server identity crisis
(edited by TheBravery.9615)