Intersectional Borderland Design

Intersectional Borderland Design

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Posted by: Sviel.7493

Sviel.7493

I know I usually look at things that are or have been, but this time I want to propose something that may be. This is not a map-specific proposition, though I use the DBL names for towers because they have unique identities. It assumes that the HoT WP system remains in place, though it attempts to move it closer to the old style.


Goals

-Increase the impact of the Borderlands on EBG in order to promote WvW as a single war rather than 4 maps that have nothing to do with one another.

-Increase the sense of a homeland border to make it less attractive to trade borders with an enemy instead of fighting them offensively and defensively.

-Increase the strategic and tactical importance of holding towers.

-Reduce the effects of off-hours capping in terms of scoring without diminishing the importance of player’s actions during this time.

-Increase the importance of roaming and scouting on the borderlands without unduly impacting EBG or punishing large groups.

-Allow servers to fine-tune their own win conditions. Specifically, allow them to gain more points from PPK if they work towards that or gain certain defensive advantages.

-Introduce mechanics to deal with the imperviousness of siege bunkering.

-Increase the diversity of siege assaults.

-Create a more dynamic weekly flow so that the game feels different and encourages different approaches as the week goes on.


Restrictions

-Avoid giving combat bonuses: Players do not wish to stomp opponents because of higher base stats.

-Avoid PvE mechanics that interfere with fights: Because they’re just annoying.


Current System

Every 15 minutes, points are accrued based on the number and type of structures owned (PPT). These points account for ~40% of passive points on the borderlands while PPYak (from yaks arriving at their destinations) count for the remaining 60%. Objective upgrades do not factor into PPT. Player kills give 1 point (PPK) regardless of stomp. Waypoints are available only at certain structures (1 per team per map) and come online as soon as the objective as flipped.


Proposed System

-Ticks now happen every 60 minutes rather than every 15 minutes.

The idea behind this change is to further shift the point distribution to PPY and PPK since those are much more easily influenced by small teams and solo players. In addition, a borderland that isn’t seeing any action at all no longer accumulates as many points. This should allow servers that are vastly outnumbered to have a better avenue to keep the score from blowing up.

-Keeps now reward more PPT based on their upgrade status. Base PPT is 50 with an additional 25 PPT earned per tier to a maximum of 125 PPT. Due to the tick changes, this results in between 50% to 125% of the current PPT. Other structures will tick for 25% of their current PPT.

-Waypoints are now initially available at T3, though they are still restricted by server.

-Towers now progress various Research Abilities every tick. This only applies to towers on one’s home BL—while a team can hold enemy towers for PPT and PPY, they will have no effect on Research.

All Tower Devices can be trebbed (with mastery) to destroy 10 Energy per shot. Losing the tower drains all energy but does not reset Research. Once the Research quota is met, the tower does not have to be held to benefit from the passive effects.


NWT – Academy: Restoration. Gates on all maps may only upgrade to the maximum tier allowed by this research.

25 ticks allow Reinforced Gates.

75 ticks allow Fortified Gates.

Every yak thereafter builds 50 Energy within the tower’s Device. The Device can only be activated from within the tower and, after a 1 minute delay, repairs the gates and walls of the targeted allied objective (on any map). The repair is done for 3 minutes at a rate of 1 Energy = 1 Supply and drains 30 Energy per minute—not fast enough to repel attacks. Multiple damaged gates/walls are repaired simultaneously but cause Energy to drain faster.


NET – Necropolis: Corrosive Fog.

25 ticks allows for Corrosive Fog.

Every yak thereafter builds 50 Energy within the tower’s Device. The Device can only be activated from within the tower and has a 1 minute delay. When used, fog is created around the perimeter of an allied non-camp objective that deals 1,000 damage per second for 60 seconds to enemy siege within 600 range of the perimeter. This costs 100 Energy. If the fog targets an enemy camp instead, it reduces the supply in the camp to 0 and prevents supply regeneration for 5 minutes. The fog has no effect on players.

75 ticks allows for Fog Blast.

For 500 Energy, Fog Blast deals 100,000 damage to all enemy siege in an allied or enemy structure after a 1 minute delay.


SWT – Outpost: Bloodlust.

25 ticks allows for +1 PPStomp.

Every yak thereafter builds 50 Energy within the tower’s Device. On a successful stomp in any map, 10 energy is drained and +10 points are gained.

75 ticks triples PPK and PPS. The bonus points from Energy in the tower are not affected by this.


SET – Depot: Waypoint Gizmo.

Every yak builds 50 Energy in the tower’s Device, even before Research completion. For 1,000 Energy, a restricted WP on an enemy keep may be unlocked until that keep flips.

25 ticks allows WPs at T2.

50 ticks allows WPs at T1.

75 ticks allows WPs at T0.


Ideally, this system will create a varying importance to towers depending on the specific servers in the map. When facing a server that focuses on fights, it would be prudent to hold their SWT as much as possible. At the very least, keeping them from getting yaks into it will prevent them from gaining massive points.

Conversely, a fight-oriented server would do well to pressure an opponent’s NWT to keep their gates fragile—forcing a combat oriented defense. They might also wish to develop their own NET in order to deal with a heavy bunker situation.

I don’t expect that everything will work out exactly as planned, though. Adjustments—big and small—are likely necessary.

Intersectional Borderland Design

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Posted by: joneirikb.7506

joneirikb.7506

Good read.

Generally liked the ideas, especially trying to make the towers come with own upgrades/abilities, without interfering with actual fights.

Some of the tower benefits would likely need to change, and I don’t know the numbers for yaks etc, but I think it would be very interesting to try.

Elrik Noj (Norn Guardian, Kaineng [SIN][Owls])
“Understanding is a three edged sword: your side, their side, and the truth.”
“The objective is to win. The goal is to have fun.”

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Posted by: Dawdler.8521

Dawdler.8521

It seems pretty well thought out but I fear that a more upgrade based keep focused PPT design will only slow the overall pace and make servers bunker in their keeps. This type of design will IMO require completely different maps with lots more towers within siege distance, in order to encourage the defenders of a keep to always be on their toes and spread out across a larger portion of the map in order to secure that keep and have a clear resource flow.

Ironically, the design would have to be more like EB and alpine than desert.

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Posted by: FogLeg.9354

FogLeg.9354

I am not sure how increasing tick time and rewarding more points for upgraded objectives is going to help outnumbered servers. If enemy has many more players, they will upgrade everything faster. Also, if you only have few players per map, you wont be going after Tier 3 keep even if it rewards more points to server who owns it.

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Posted by: Korgov.7645

Korgov.7645

Dolyaks account for max 29% of passive points today. 695 points from objectives, max 288 points from dolyaks, assuming 4 dolyaks spawned in every supply camp each tick.

The DBL north camps probably spawn double dolyaks compared to other camps. Which would bring up the max points from dolyaks upto 324 per tick (32%).

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Intersectional Borderland Design

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Posted by: Sviel.7493

Sviel.7493

@joneirikb

Yeah, it’s really hard to be sure about the numbers. The abilities themselves would also need to be tested, I think. I’m not really married to anything so long as they promote varying styles of play. If seasons ever return, I think it would be interesting to see several different strategies (like in e-sports) rather than everyone trying to be the most massive zerg.

@Dawdler
I wanted to give them the option to bunker in their keeps while increasing the opportunity cost (no Research from towers) and giving their enemies a way to deal with it. Since the PPT is concentrated in the keeps, they’ll have to fight for them rather than just running around capping whatever happens to be near.

@Fogleg
Only keeps get more points when upgraded. The result is that less points come from PPT overall and a small team can put a bigger dent in it by denying upgrades. It doesn’t ‘solve’ nightcapping and I don’t think anything will—but it does lower the runaway score effect.

@Korgov
You’re using the total number of objectives on all 4 maps. Also, yak spawn rates are high enough that more than 4 spawn for each path each tick.

On any given borderland, there are 145 points from structures today. Meanwhile, enough yaks spawn to give over 215 PPT. Anet calculated the loss of PPT for a server that held no camps to be 66%, though that includes the loss of the 5 static PPT for owning the camp.

EBG throws it off some since the yaks there all end at SMC and thus don’t give any points to 2 out of 3 servers.

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Posted by: Dawdler.8521

Dawdler.8521

@Dawdler
I wanted to give them the option to bunker in their keeps while increasing the opportunity cost (no Research from towers) and giving their enemies a way to deal with it. Since the PPT is concentrated in the keeps, they’ll have to fight for them rather than just running around capping whatever happens to be near.

Fighting for them assumes there is someone to fight. It might work for a short while due to the novelty of it.

How do think people will enjoy WvW when all it consists of in primetime is bunkering up in T3 keeps waiting for… no one. Because they wont flip such a defended keep. No, they will wait a couple of hours until people go to bed, then nightcap it and have it T3 by the morning so that the cycle of not bothering to flip it repeats.

Without the ability to apply real pressure to a keep – ie multiple towers within cata/treb distance – you got nothing that will start the WvW engine on either the defensive or offensive side.

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Posted by: Sviel.7493

Sviel.7493

It doesn’t take towers to apply pressure to a keep. Even as a solo roamer, I can force keeps to lose supply or, at best, break even.

However, in order to mitigate the effectiveness, realize that the gates on the keep will be paper even when it’s upgraded unless the team has held their NWT for at least a day (reinforced) or 3 days (fortified). Meanwhile, if the assaulting team has held their NET for a comparable amount of time, they can blast all of the siege out of the bunkered keep which will force them to expend supply and, if well-coordinated, buy time to do serious damage to or breach the perimeter.

Though, any server that bunkers so hard that they ignore their towers/camps will not have any chance of winning. Of course, we need a good carrot on the end of the stick to make things really work as best they could, but that’s a problem for another thread.

Intersectional Borderland Design

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Posted by: Korgov.7645

Korgov.7645

@Korgov
You’re using the total number of objectives on all 4 maps. Also, yak spawn rates are high enough that more than 4 spawn for each path each tick.

On any given borderland, there are 145 points from structures today. Meanwhile, enough yaks spawn to give over 215 PPT. Anet calculated the loss of PPT for a server that held no camps to be 66%, though that includes the loss of the 5 static PPT for owning the camp.

You are right. The dolyak spawn rates have been greatly increased from the pre-HoT times. It is no longer every 7.5 minutes.

New dolyak is respawned 10 seconds after the previous has despawned. The deciding factor is how long it takes for a dolyak to reach its destination.

DBL NW spawns 15m/(2m10s+10s) + 15m/(2m+2m36s+10s) = 9.6 dolyaks per tick. Which is about 29 points.

DBL NC spawns 15m/(3m13+10s) + 15m/(2m49+10s) + 15m/(2m23s+10s) + 15m/(3m57s+10s) = 19 dolyaks per tick. Which is 57 points.

Assuming the other camps are the similar to DBL NW: the dolyaks are worth 5*29+57=202 points per tick, or 58% of all passive points.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire