My Top 3 wishes for WvW

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Posted by: Dal.5872

Dal.5872

Dear Anet,

Could you please fix it for me to have a WvW that has some lasting interest.

Excuse the sad intro but I’m hoping to grab Anet attention.

The basics of what is wrong with wvw are as such and need “desperate” attention before you lose your players in their droves.

Firstly the maps, now don’t get me wrong there are some great features and I can even forgive the fact you have copy/pasted the borders, but you should never be able to attack Reds main Keep from SM on Eternal, I know this goes the other way aswell and that you can treb back. But there is a reason reds are reds. They are bottom seed. Likely less populated in WvW and will therefore likely lose, without having to constantly defend against an issue that we all know generally requires heavy numbers when SM is defended properly to counter. This issue is apparent on other maps aswell, being able to treb bay from Garrison and Briar, but no way to hit Hills in a similar fashion? Is this balance?

Second biggest issue is the siege damage levels to buildings, this currently ends a siege on even a fortified tower in minutes, literally…. Guilds are very good at dropping 4-5 Superior catapults and blasting into a tower in no time, or of course the timewarped golem rush, that can be in most places done well in seconds…. Siege damage to buildings needs dropping MASSIVELY, this siege you speak of isn’t a siege, it’s a merry-go-round and it’s making people sick.

Thridly is everyones favourite… Culling… If you can’t fix culling then remove the AOE limit. I’m less likely to have a turtle of 40 players show on my screen 5 seconds after I die if they are encouraged not to turtle/zerg in the first instance. This again would encourage far more expansive gameplay than the current “you have the most, you win” game strategies that are employed right now. Sure there should be Zerg fights, but it should be once or twice a day when a offense on SM is apparent. Not EVERY camp, EVERY tower, EVERY Keep, EVERY Doly gets a Zerg on them.

These are my top 3, what are yours?

P.S There is another game coming out this year Anet that has a very similar feature to WvW in it. Without fast action to sort your WvW out then you will lose ALL the big guilds and most of the players with an interest in this form of combat to said game. Be a shame to let such a great idea goto waste.

IGN: Dal Brinium

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Posted by: Thresher.3049

Thresher.3049

Good news!
All your wishes are granted…

….not this month!

/anet dev jokes

Pinot Noir (Necromancer) Pinot Blanc (Warrior)
KnT Blackgate

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Posted by: Ahmrill.7512

Ahmrill.7512

Culling, Que Bugs and..

- An alternate grouping system for multiple groups that doesn’t put a “big blue zerg magnet” on the map. Basically a commander and squad system that can be flagged as “private” or “guild only”. All the benefits of the C&S system but without the extra 50 random people flocking to the pin.

Ahmrill
Proud member of [NORD] Nordvegr Guild
Jade Quarry

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Posted by: Columba.9730

Columba.9730

Please set thieves equal to their state in spvp. that seems fair.

only thieves know how to play, they chant “L2P” every time their god mode is challenged.

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Posted by: Dal.5872

Dal.5872

A grouping system definately has to be on the list, but most guilds just manage with the crosshairs above the leaders head. Or have him painted in a nice bright pink, take a ghostly tonic etc, which does the job for now. There is nothing that will “make do” in terms of maps, siege damage and culling. No matter how inventive we get these are issues the devs need to address, not the players.

IGN: Dal Brinium

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Posted by: jwburks.9735

jwburks.9735

Anet doesn’t care what you/we want.

We heard . . . we listened . . . we ignored.

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Posted by: Lofat.2406

Lofat.2406

Please set thieves equal to their state in spvp. that seems fair.

LOL, funny dude….

P Sutton – 80 Warrior
Ferg Crossing

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Posted by: Beyondthelol.9504

Beyondthelol.9504

You made some good points, but i really disagree with the seige damage.
I mean, matches go for 7 days, you dont want to spend a whole day taking something do you? Imo that would be boring.

Maybe it would work if wvw wasnt so minigame-esque but that cant and wont change

Aramir Hellforge
Terror [TG]
Dragonbrand

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Posted by: Sarrow.2785

Sarrow.2785

I agree with Beyondthelol on seige damage. If seige damage was so drastically reduced, the enemy would ALWAYS have time to respond in full numbers. This would encourage a single-ultra-zerg-roam-the-map-and crush-your-face kind of playstyle. Fast, coordinated rushes let smaller servers with a cohesive playerbase compete against the larger zombie servers.

Admiral Mournn, Tarnished Coast

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Posted by: Scleameth.6809

Scleameth.6809

Culling is certainly one of my biggest headaches in WvW. Entering in combat what I think is a fair 1v1 battle suddenly just turns out that the opposing player is stacking a ton of conditions and stuns on me. Only after my death does the whole picture emerge and I can see the other 10 players… so do you hang around the back of a fight for a few minutes to see what truly emerges when the combat starts? No wonder people are fighting backward in stead of forward – everyone wants to be at the back to see what we’re really up against.

As for siege, I don’t think lowering damage will make any difference. So you’ve got 5 cats destroying your defences in no time. After a damage nerf, you’ll have 10 cats destroying your defences. What then? A call for a max siege cap?

As for map… exploiters will exploit. There will always be a crack in the woodwork. Report bug, take screenshot, hope for a fix.

FC – [SNKY]
Keep the Faith (and stay out of AC fire)

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Posted by: Dal.5872

Dal.5872

Culling. Needs sorting whatever is suggested.

Siegeing is definately too quick currently… I’ve been in some sieges that takes less time than some 1v1 fights. This is not a siege… This is part of the merry go round.

And I wasn’t talking about map exploits, I was talking about map layouts. Currently the maps have wasted space. Too much pve, we do not need jumping puzzles. The towers and keeps are too close together for proper siege to form.

IGN: Dal Brinium

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Posted by: Hule.8794

Hule.8794

I agree with sieges in towers/keeps. Just shorten range of trebs from 10000 to 8000. It will still be the longest range, but bay cannot be hit from gari. So sieges need to be placed in open field. Them servers will need to defend them, not to patiently wait behind doors until somebody say the wall is down everybod move.

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Posted by: Bern.9613

Bern.9613

Siege: a military blockade of a city or fortified place to compel it to surrender

Not exactly what happens in game. The sixty man zerg comes, drops four or five catapults and smacks away for all of two minutes. All this while the other guy is sleeping. A siege can last from a few weeks to, the longest in history was Ishiyama Honganji, twenty-one years. So why do ours end so quickly? There are things in real life that can’t be duplicated in a game. Fair enough. We can, however, duplicate some of the aspects of the siege.

One that comes to mind, that would probably be easy to implement, are supplies. No, not the ones we carry but the Doylaks. Why should a trebuchet or catapult have an endless supply of rocks to chuck around? The attacker should have to plan and implement the logistics of a siege. Supplies run on predetermined routes already, how hard would it be to add two more routes that would drop supplies off at the sentries where the attackers can retrieve them and resupply siege engines?

This, in tangent with reduced damage output, should allow for the “weaker” server to mount a counter attack and at the same time make people think out a plan to take a keep/tower/garrison. Not just zerg your way across a map.

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Posted by: Dal.5872

Dal.5872

Lol apparently putting Anet in the title of your post gets you an infraction from the forum police…. Sad… Eventually they will have no forums as anyone with the ability to give feedback in literature form will have been banned…

Anyway the ideas are great, reducing treb range is a fantastic start. But above all else I am loving the idea of needing to provide ammunition to the siege installations.
This would stop billy the botter from setting a macro up to fire his treb ontop of Stonemist indefinately. Great thought behind that one.

And yes I am fully aware sieges can’t be a realistic representation of the world, most of us do have real lives, but currently siege is not involved in this game at all. A siege sounds like the kind of fun we should be having.

Again please keep the thoughts and suggestions coming.

IGN: Dal Brinium

(edited by Dal.5872)

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Posted by: Cathen.3795

Cathen.3795

Aside from culling getting fixed, I would love to see the “open groups” functionality from Warhammer in WvW. The lack of a large group UI just adds to that loneliness feeling this game gives me. I’d also like to see auto loot in WvW where it just goes straight to my bag, instead of me having to pick it up. I can’t tell you how many bags I miss that way…lol. Aside from that, I have a blast in WvW…wouldn’t change a thing.

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Posted by: dagneyandleo.6378

dagneyandleo.6378

Siege: a military blockade of a city or fortified place to compel it to surrender

Not exactly what happens in game. The sixty man zerg comes, drops four or five catapults and smacks away for all of two minutes. All this while the other guy is sleeping. A siege can last from a few weeks to, the longest in history was Ishiyama Honganji, twenty-one years. So why do ours end so quickly? There are things in real life that can’t be duplicated in a game. Fair enough. We can, however, duplicate some of the aspects of the siege.

One that comes to mind, that would probably be easy to implement, are supplies. No, not the ones we carry but the Doylaks. Why should a trebuchet or catapult have an endless supply of rocks to chuck around? The attacker should have to plan and implement the logistics of a siege. Supplies run on predetermined routes already, how hard would it be to add two more routes that would drop supplies off at the sentries where the attackers can retrieve them and resupply siege engines?

This, in tangent with reduced damage output, should allow for the “weaker” server to mount a counter attack and at the same time make people think out a plan to take a keep/tower/garrison. Not just zerg your way across a map.

While I kinda disagree with the premise of this post (I don’t think WvW is broken or that people will be leaving in droves as a result), some of the points are certainly valid. I’m pretty certain that ANet knows that culling’s a major issue right now – I hate to beat a dead yak on that point. BUT the siege improvements would be a good way to make battles more interesting overall. Course, my fav fights have been over supply camps with no siege, so who knows?

If I could suggest any potential improvement, it would be the ability for players to dump supply into a keep. It would allow for efficient upgrading of a keep if the players are persistent. It mitigates the issue of people taking supply from a keep when they don’t know any better – one less thing to rage at PUGs about. It brings the fights to the supply camps and provides more incentive to fight roamers (the player becomes not only themselves, but a yak as well). Upgrades are on a timer and supplies have a cap, so there’s already a built in limit. But being able to stockpile supply in a keep might also potentially aid in times when the side holding the keep is outnumbered.

[KnT] Blackgate
Lythereal Fields, lvl 80 mesmer, Lythiele, lvl 80 ele, and Lythigrr, lvl 80 guard

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Posted by: Darkstorn.5423

Darkstorn.5423

Siege: a military blockade of a city or fortified place to compel it to surrender

Not exactly what happens in game. The sixty man zerg comes, drops four or five catapults and smacks away for all of two minutes. All this while the other guy is sleeping. A siege can last from a few weeks to, the longest in history was Ishiyama Honganji, twenty-one years.

Not true mate as the siege of Candia in Crete, Greece lasted 22 years (1667-1689)

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Posted by: elkirin.8534

elkirin.8534

I am unable to agree with the decrease in siege damage unless each day the maps are reset.

OR

The less workable alternative to this would be to remove all wall/gate upgrades from the game.

Then reducing siege damage would be possible. A range reduction for trebs is something I agree with.

Dubain – Sea of Whoever we are Linked to now

(edited by elkirin.8534)

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Posted by: Leopoldina Balanuta.2871

Leopoldina Balanuta.2871

Here’s my wishes:
- fix the WELL KNOWN, probably VERY EASY TO FIX map bugs ( invulnerability spots, places where you can get inside the blue keep spots, etc. ALREADY !!

  • calm now:
    - thieve stealth rework ( read NERF!!@@ ), mesmer’s confusion, and general downstate abilities balance.
    - culling
    - remove the players ability to damage doors ( keep/tower, etc )
    - make walls height count as range for players abilities ( substract for people shooting up, add for those shooting down ) or make whatever advantage for people standing on walls and maybe scale it with upgrades.
    - commander icon to at least reflect if he needs more or not.

- vanity: make some intermediate titles available before i get old killing my 1 mil dolyak or whatever.

George Cosbuc [MR] Mint Rubbing
Ruins of Surmia