My Wishlist For 2013: Campaign Gameplay

My Wishlist For 2013: Campaign Gameplay

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Posted by: Pawlegance.7012

Pawlegance.7012

No two months without my contribution to improve WvW, imho.

I already mentioned how I would like to see WvW driven by battles between two places instead of the constant run and gun type gameplay, which is then followed by long periods of siege weapons vs reinforced wall.

Since I don’t want to say the same couple of things all the time, I came up with a couple of new ideas or wishes to turn WvW into a real war.

1. Add hundreds of slots to WvW so not only a very small fraction of the playerbase can experience WvW at the same time. In order to achieve this, we need more maps. I don’t mind if the new maps are just copies of the same for the time being, but this is very important to make WvW bigger and a worthy competitor to Planetside 2 and the upcoming Elder Scrolls MMO.

2. Add a campaign system to WvW. This should be done by stitching all maps together. First, add a couple of exit points to every map, at best, give it the size of half the map width. Then enable shortcuts to other maps for teams for holding key locations on every map. As a result, you could drive an enemy server off a map for a while by killing all of them on the battlefield and then taking the special location, which is used for map travel.

This should add a lot to the server progression of WvW and make fortifications actually worthwhile. You won’t lose things too easily and whenever you lose an objective it actually hurts. Taking shortcuts is a good way to cut supply lines. The whole shortcut system could be used to implement real supply lines. Outposts near the frontier could send caravans, which carry supplies and blueprints to fortify the outpost on the other map.

The whole thing adds battlefield progression and a sense of achievement.

3. Add more smaller structures to WvW maps, which can be used to break line of sight and prepare ambushes. Right now, the best way to prepare an ambush is to exploit the culling issue in any way or form. Smaller structures could also be used as encampments and forward base. Also, add more environments to make fights more intense and varying. Add cities, which can be destroyed and buildings which can be used for vertical combat etc. There is a lot of potential yet to be used.

4. Finally, replace orbs with regional bonuses. They should not overlap with guild bonuses, but give an incentive to take points or a number of nearby points. For example, holding two or three towers in a line should make it easier for the defending team to hold that line. Add something which contributes to protecting an area at same time as promoting battles in between objectives. In this case, once you hold these towers NPCs guarding the front gates of the respective towers leave their place and march to hold the line, which players established.

In highly contested areas key locations should provide regional bonus similar to the orb. However the bonus should not be attached to an object that can be taken away, but to a trigger. Once battles intensify around the key location the bonus automatically triggers for x minutes. This should help turn the tide without promoting a snowball effect. Once a player leaves the area the bonus vanishes. This could also be used for tactics. Let the orb trigger, fall back, and then return in full force.

I feel ANet has only scratched the surface of WvW and hope they are inspired by their direct competitors to enhance and improve this format.

Thanks for reading.

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Posted by: TyrDaishi.1057

TyrDaishi.1057

That are very nice ideas. But with the current updatespeed for wvw, even if you wanted to add these features, we would see this maybe in 2016 or so.

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Posted by: Dalure.4691

Dalure.4691

I like some ideas you have …..but i would like anything that add extra’s in wvw.
Just keep all ideas flowing people lets help Arenanet build us some more for our playground called wvw

/Salute

WvW Commander of Piken Square
Guild: ForsakenGamers (FG)

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Posted by: Cyril.1486

Cyril.1486

My wishlist for 2013 is putting people in charge of Wvwvw that actually care about it and not people that only care about this E-sport crap that is failing big time. This is not Guild Wars 1 where Structured was actually very good. Jump off the dead horse allready getting boring now.

(edited by Cyril.1486)

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Posted by: Pawlegance.7012

Pawlegance.7012

I don’t see how what I am wishing for is related to esports in any way or form. I just want server/battlefield progression that goes beyond acumulating points and actions to actually mean something for more than the couple of minutes inbetween swapping objectives. Note that I don’t talk about sPvP at all.

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Posted by: SlimGenre.6417

SlimGenre.6417

I don’t see how what I am wishing for is related to esports in any way or form. I just want server/battlefield progression that goes beyond acumulating points and actions to actually mean something for more than the couple of minutes inbetween swapping objectives. Note that I don’t talk about sPvP at all.

I’ll tell you how it applies… it’s the 3rd law of forums.

If a man makes a post, another man will tell you you’re wrong.

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Posted by: SlimGenre.6417

SlimGenre.6417

My wishlist for 2013 is putting people in charge of Wvwvw that actually care about it and not people that only care about this E-sport crap that is failing big time. This is not Guild Wars 1 where Structured was actually very good. Jump off the dead horse allready getting boring now.

This.

WvW has so much potential. It.s very frustrating to see Anet doesnt care.

TESO RvR is coming tho……gw 2 might be dead soon

Most GW2 players are still PvE, just good ole’ fashioned business sense, gotta appease the larger of two masses. There will be WvW updates, just not as much time spent on them.

All this “Flame and Frost” nonsense in my opinion should be time spent updating WvW… but I’m biased and unfortunately in the minority. I went to Orr the other day, hadn’t been there in a long time, but wanted to get a new set of armor for a different build I’d been working on, and noticed a bunch of new dynamic events… they were PACKED with people in the Cursed Shore… hadn’t seen that many since I used to run Karma chains months ago in Orr… so it’s clear that Anet is appeasing the masses… while I’m the WvW minority and would rather see energy spent there, I can’t argue with the business sense I guess.

Long Live the WvW Minority !!!

(edited by SlimGenre.6417)

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Posted by: Pawlegance.7012

Pawlegance.7012

You are right, SlimGenre, and the only way to increase the WvW populace is to allow for more players to participate in this format simultaneously. That is why I want more maps for WvW and for maps to flow like maps in PvE.

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Posted by: Dutchares.6084

Dutchares.6084

You are right, SlimGenre, and the only way to increase the WvW populace is to allow for more players to participate in this format simultaneously. That is why I want more maps for WvW and for maps to flow like maps in PvE.

Not the only way. You could also increase the number of wvw worlds . So each server has X number of wvw worlds depending on howmany active wvw players there are. With a world cap of (if all 4 borders have a cap of 80 like it is seems like it is now) 400 accounts.
Accounts that can sign up for a world for the next week.. But also guild leaders that can sign up all members of the guild. And people who are signed up for a world, and play for that world, will be automaticly signed up for next week.

This solution will next to queue also fix other problems like:
- more competion between servers (more worlds… smaller gaps between worlds), So not every week the same matchups and not server 1 dominating all servers every other two weeks
- night capping will mean having a night crew that wont play during prime time.. so of those 400 max cap accounts you will loose players that play during prime time
- better competition during off hours(during the day) … oke there will maybe be some players where a large part of the 400 accounts wont have a live and play 24/7 .. But most servers will about the same numbers during off hour playtime (now servers who are capped have tons of players.. where at every time of the day they can bring a large force)
-without a large force 24/7 their will be more room for smaller groups and 1vs1 battles in off hours
-with small world communities you will have better organisation. lesser zerging. So lesser problems that zergs bring,

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Posted by: Pawlegance.7012

Pawlegance.7012

Sorry for my ignorance, but I don’t see how limiting access or separating players more is a good way to increase WvW’s popularity. The devs need to make sure players can have fun in WvW whenever they want to, not when a slot is free. You wouldn’t want to wait for a spot to PvE either, would you.

Even Warhammer got an RvR area that is multiple times bigger in size. ANet needs to greatly enlarge the continent where WvW takes place and then make sure people actually care about the things they get and don’t feel meh about it and just retake it.

Just take a look at other games, see how they handle battlefield progression and server pride and then analyze what WvW got. There is a lot to learn about true RvR.

I am going into depth with my posts but there are a lot more problems in WvW like how to lead players to important battles in WvW so people group up as naturally in WvW as they do in PvE, how to inform players about movements of the own team, so they can plan and strategize, how to make fights really interesting and not based on rushing and being rushed etc.

In this game you cannot read your opponents well. Let’s take MOBAs as an example. Specificall LoL. As casual or easy the game is for DotA purists, as easy it is to read your opponent. You have to decide whether you want to engage, take the risk or not and you can factor in a lot of choices that are visible to you. For example, would you engage Annie if you knew she could stun and nuke with Tibbers? In some situations you can do so, in others not so much. In GW2 you are never confronted with such decisions. You are either overrun by an enemy zerg or you overrun them yourself. This game is shallow in so many regards it is astonishing considering the prequel.

At least give us more mobile siege equipment or other tools so we can form a front-, mid- and backline ourselves to add some depth to the game.