“Youre lips are movin and youre complaining about something thats wingeing.”
Moving the Desert Waypoints
“Youre lips are movin and youre complaining about something thats wingeing.”
Indefinite spawn-camping. No way to contest the constant stream of reinforcements.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
Indefinite spawn-camping. No way to contest the constant stream of reinforcements.
This….I’m still disappointed they changed the waypoints from the towers to the keeps, the towers made more sense for the overall map design of 3 servers but the home server has the greatest terrain advantage even just through their earth keep waypoint.
The map itself is designed larger so that any server that just travels in one large zerg will eventually lose territory to a server split into multiple groups. The original waypoint placement reinforces this idea but the new ones dampen it slightly.
Oh and the map design to lower effectiveness of zergs can’t truly be tested with current participation in WvW, sad but I hope they don’t change it too much BEFORE people are really back out there in force just because people are complaining everywhere.
Tri-Lead of Ascension [WAR] of Borlis Pass
The old tower placement made more sense for fair fights… each team gets equal distance to the oasis (if you actually care about the oasis and actually jump out of the backs of the towers). Also, each spawn side team had a waypoint almost the same distance to that side keep as the defenders had from garrison. Getting reinforcements to the side keeps should have made for some even sided battles… but unfortunately the map layout encouraged people to run past the front of the towers and the new white sword rules mean that just running in front of a guard contests the waypoint.
As people demand more and more changes based on their perception of how things should be, we will slowly transition from a “playable map that no one wants to play” to a “completely unbalanced map that no one wants to play.” It hurts everyone that there is not enough people on the map to actually play it, and it will certainly hurt the on-going development process.
Indefinite spawn-camping. No way to contest the constant stream of reinforcements.
Players cannot spawn camp if there are multiple ways to leave the spawn area. This is how Alpine prevented and EBG prevents spawn camping.
As for reinforcements both sides have the same advantage aside from a slightly shorter run from a factions spawn to their respective keep. Besides both sides bringing in reinforcements to win a fight is a good thing.
“Youre lips are movin and youre complaining about something thats wingeing.”
Indefinite spawn-camping. No way to contest the constant stream of reinforcements.
Players cannot spawn camp if there are multiple ways to leave the spawn area. This is how Alpine prevented and EBG prevents spawn camping.
Your original post never defined a spawn area. You made it sound like waypoints would just be out in the open close to the Oasis with the Oasis “as a buffer”. When waypoints are inside a tower or keep, enemies have to at least have gone through the effort of knocking down a wall in order to camp the waypoint, which can be recontested by hitting a gate (although now probably just hit a guard).
So not sure what kind of change you are really requesting here.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast