Map Hopping - Fair?
Map hopping is no different than a zerg moving from tower to tower in one map. In both cases it can be countered by moving your zerg to the target, be it a tower, or another map.
I know it’s annoying, and usually not really countered because people don’t like to switch maps usually, but that doesn’t mean it’s not possible, if the commanders take their zergs to defend other maps.
If you look at the map, it’s one battleground.
It’s only split into sections to spread the load over servers.
Thanks for bringing this up, Chiolas. Borderland jumping blobs are (imo) one of the main causes for zergy gameplay and karmatrain meta. People stop caring and upgrading their borderlands because the superior server will just merge all people available to build an unbeatable deathball and roll the maps step by step (hello vizunah and elona).
As soon as one borderland is recolored the deathball will move on, leaving a deserted borderland behind, nobody will stay behind to defend or upgrade, i mean its easier to stay with the blob and jump back one hour later and do the same again.
It just sucks out all the fun for servers who can`t compete numberwise and completely destroys any chance to at least defend one borderland properly. The fact alone that it gives huge advantages to the superior server should be reason enough to rethink this mechanic. Another zerg-favoring implementation that works against people splitting onto their borderlands somewhat equally.
Best regards.
[Buka] Mojo Monkey Man
Kodash
Thanks for bringing this up, Chiolas. Borderland jumping blobs are (imo) one of the main causes for zergy gameplay and karmatrain meta. People stop caring and upgrading their borderlands because the superior server will just merge all people available to build an unbeatable deathball and roll the maps step by step (hello vizunah and elona).
As soon as one borderland is recolored the deathball will move on, leaving a deserted borderland behind, nobody will stay behind to defend or upgrade, i mean its easier to stay with the blob and jump back one hour later and do the same again.
It just sucks out all the fun for servers who can`t compete numberwise and completely destroys any chance to at least defend one borderland properly. The fact alone that it gives huge advantages to the superior server should be reason enough to rethink this mechanic. Another zerg-favoring implementation that works against people splitting onto their borderlands somewhat equally.
Best regards.
Exactly my intention. It’s not THE “zerg-favoring implementation” (there isn’t just one of them anyway, nor one magical solution) but it certainly is one of them and should be reviewed. Thanks for the support!
Probably there should be a mechanic which, as soon as someone gains some wxp (say 200wxp), he cannot change the map for some time (<one hour).
So you can enter a map and check around a bit and see whats going on, capture a camp and kill two dollies and maybe realize you want to change map which is fine.
You can also hop maps and cap a camp or two, so the mechanic would not be too restrictive.
But as soon as you capture a tower (gaining over 200wxp) the system will start your personal timer preventing you from entering another wvw map.
Practically you enlisted yourself for that particular map by gaining a certain amount of wxp.
just an idea
Look, it works both ways. Having problems on the map? Call the defending force, have lots of people jump in, fight off invading zerg, then go back to whatever they’ve been doing. Should limitation happen, you’ll face the invading trickling in force alone, because main group will be locked into another map :P
There is already queue mechanism, where you can’t really have everyone re-join the same server. So I think hopping maps is fine.
And this harms campflips roam and small man more then the zerg the adding a cd on switch that is
Os guild