New Content for WvW? Any Ideas?
In the vein of things that would be fairly easy to implement, I suggested a few mini-events a while back. The idea is to create a temporary objective to draw small-scale fights without being so significant that it’s worthwhile for a zerg to do. I centered them around supply camps to create more gameplay for roamers and scouts.
This is an idea that is often floated in this section. I’ve modified it a bit to be more interactive.
Players can talk to the Quartermaster at an allied camp to send a Bomber Yak to an enemy objective. If the Yak is killed or reaches a gate, the bomb detonates after 5 seconds and deals massive damage to all players (on both teams) and gates in a moderate radius. For players, it should essentially be an auto-downstate. For gates, it should be about 10 hits of a Superior Ram. Only 1 Bomber Yak can be deployed every 20m.
1.) In this way, a small team can meaningfully hit an objective without having to spend a bunch of time at it worrying about being run over. However, since a larger group could just build rams and not worry about being discovered, this would not be an efficient or helpful mechanic for them.
2.) Since Yaks take a while to walk and there is a cooldown on Bomber Yaks, this won’t increase the rate that a Karma Train can travel.
3.) Assassinating these Yaks will be a high priority. Scouts in the area will have to close in and fight to take it out or set an ambush at the structure it’s headed to. It’s not such a big threat that it warrants a zerg, though, and there likely won’t be time to bring one. Hopefully, this generates small-scale, objective oriented fights.
4.) The Yak is a boon for small teams. Since the delivery time can be as short as 90s (or less if you give the Yak swiftness) and the damage happens in a burst, you can’t wait for white swords to check it out. Thus, you’ll have a reason to keep your eyes open as a scout rather than half-afking in the lord room.
5.) While the event would have to be scripted, Yaks, explosions and Quartermasters all exist in the current game.
Notes: New Offensive guild tactics could be used to improve the Yak bomb damage. In organized play, new group compositions centered around keeping a Yak alive rather than just ganking players could become viable. If nothing else, poor Quartermasters will have a purpose in life again.
Players can talk to a quartermaster at an allied camp to spawn a single Yak that holds 2x supply or counts as 2 Yaks towards the upgrade counter. The Yak would have a global icon (like trebuchets, visible even on mini-map) that acts as a beacon for invaders. There should be a cooldown on this as well.
1.) Escorting a Yak is not efficient for a large group.
2.) This won’t affect Karma Trains, but the secondary suggestion could effect how quickly a map upgrades when no enemies are around.
3.) The beacon should let people know there’s a small-scale fight for the taking. It would not be an efficient use of a zerg but would quickly let fight-focused invaders know where to go for both kills and helping their server.
4.) This rewards hanging about in allied areas and gives small-team roamers clear PvP objectives.
5.) All of these mechanics currently exist in some form.
Notes: Guild upgrades like speedy or armored Yaks work well here. Invincible Yaks is obviously very effective, but that might be ok as it’s currently nigh useless and would mark the camp as a priority target for roamers and defenders alike.
As for existing stuff I like…I think the reward tracks are pretty good. I no longer feel like I’m hemorrhaging gold in WvW. The material reward seems adequate, but there’s still no recognition of players/guilds that do great things for their server. A path to ascended would be nice, but I’m not so concerned about that that I’m going to miss it.
(edited by Sviel.7493)
You can’t really make consistent content for a divided community unless you’re willing to sacrifice one half tbh.
Eotm was only really necessary as a sandbox overflow during the first few years when full queues across the game was a concern. It came too late, and now it stands there as an unused “testing” environment.
DBL lagged at launch so the event was ruined. They removed the barricades, and a lot of choke points. Good changes sure. Now only half the community ‘maybe’ like it. Hinting at the divided community.
Adding gameplay content (such as gliding/air combat) will be a farce on the current maps. No lie. The maps were not balanced for such things (including the feature creep of guild upgrades).
As far as adding events well…apparently they get really laggy if done wrong (desert BL laser) or are easily exploitable (alpine orbs). So I don’t know if I’d stake my chances on it.
I suspect the lag issue could be compensated if this was just WvW, and not WvWvW. Of course, I am a believer that the 1v1v1 is just another rabbit hole to Grenth that locks ANET into no win situations. Such as match-ups, map design, and server issues.
In the end, half-way decent new content always has a map. Living story has been churning out maps! Which is where we hit a snag. The 1v1v1 map (that is its own issue )…for a divided community. It will be disliked by half regardless.
So no. I have no ideas. Unless you make WvWvW into just…WvW. Allowing ANET to have a good foundation for the above, but it’d be expensive.
Trinity Of Our EU Lords [Kazo] Zudo Jason Betta
I. You can’t really make consistent content for a divided community unless you’re willing to sacrifice one half tbh.
II. Unless you make WvWvW into just…WvW.
I. Yes there are many type of players in WvW, but Anet should know that, and focus on what keeps WvW alive and fun: and that is — competition, both fights and PPT together. The new players evolve in time, from simple things towards those parts which require a lot of knowledge and skillful execution (though this skill ceiling should be made even higher, instead of lowering it with gear and passives), so there always remains something to aim for: becoming better.
A. Fighters (those looking for competitive challenge)
a1. Duelers
a2. Party size, up to 5
a3. Small scale 10
a4. Medium scale 10-20
a5. Large scale, 20-40
a6. Lag inducing Blob Zerglings, above 40 (if 3 sides met and each have ~40, massive lag may occur, depends on the number of necros and the builds used and so on, GW2 servers can’t handle more than a 20vs20 fight without server side skill lag)
B. Gankers (those who want to be certain that their enemy can’t win against them, can’t even hit back)
b1. Solo gankers (burst builds with high mobility or stealth or similar)
b2. Small group gankers, up to 10
b3. Medium towards large, 10 to 40 (this happens on at least one certain server, when too many of them switches to their gank character and they effectively can wipe larger badly organized groups)
C. PPT-ers (those who are concerned with the score, the capture of objectives, siege building and maintenance and use, defending of at least upgraded structures)
c1. Defensive personnel: defensive scouts (stationary or mobile), “siege refresher” (is that a term?), repairer, siege builder and user, and so on
c2. “Havoc”: tiny, even solo, or small groups, towards medium, focused on capturing (avoiding fights mostly)
c3. Karma trainers or PvD players (player vs. door), usually zergs which desperately always “needs more numbers on tag/pin” even when they hit 50 sized squad, because the larger their group, the faster they can capture. Many of these usually don’t care about defending at all, but still contribute to PPT enormously.
D. Achievement hunters or legendary weapon makers or just gatherer or anything that is there just for that, and after that they are gone. Definitely not looking for fights or care about PPT or anything.
E. Trolls, spies, drunk and other internet dwellers, and all that, many times reported, but still allowed to play the game after 4-5 years of doing it, intoxicating the chat with their antisocial activity
F. There could be more, but most players aren’t clearly type A or B or C, but a mixture of those 3. Sometimes because there is nothing else to do, or doing C leads to A, but most have a clear preference towards doing one type of gameplay over the other.
II. About 3 realms or just 2, as in WvWvW or WvW: you are right, the Thri Realm system is harder to balance IF there are no reasons for the two weaker sides to focus on the leader — and in GW2 WvW rarely are, so WvWvW is a balancing failure. There should be. Also considering that their servers can’t handle 60vs60vs60, the approximate size they allow to met (in SMC for example), having just WvW instead would reduce the server load. The WvWvW system is great, but needs an engine that can handle it, and game design to avoid constant lopsided matches, were the WEAKER is focused, instead of the strongest.
- * *
WvW could use “new content”, now toys and shinies, but I’m afraid Anet doesn’t have devs for that. If the WvW dev team is very small (some say we don’t even have any WvW dev team), then they should focus on making the matchups alive, not empty and already over a few hours after reset. Because that makes WvW “empty” for the rest of the week, at least for some of those categories above ^ and that is: having competitive matchups, lasting a whole week. We need skills balanced to WvW fights, we need gear, all stats that are used in WvW, that can be acquired easily by new WvW players – inside the WvW game mode. We need… many many things. Adding new content such as airship and portable cannons and so on — NO, just stop, at least until everything else is fine.
(edited by Tiawal.2351)
Well they should remove WvW because EotM is so much better game mode.
Seafarer’s Rest EotM grinch
I have written down some ideas here a few days back:
https://forum-en.gw2archive.eu/forum/game/wuv/WvW-Your-expectations/first#post6567877
Summary:
>> increase strategic choices players can make
>> involve guilds & organized groups more
>> make more engaging rewards to get WvW more on par with PvE/PvP
Still keeps a volume of Kurzick poems ;)
Make exotic the top level of gear you can use in wvw and down scale all other gears when you go into wvw. At the same time add in a exotic version of legendarily every thing in wvw that you can swap on the fly and have the new rune (one hopes sigil effect).
Split wvw from pve for skill balancing (you real could just split raids balancing from every thing else but ppl do not understand the differences between open world pve dungeon pve and raid pve so best to say it like this) so you can have skills that are more player aimed vs the skill that are more mob aimed have a use in both types.
Add in a 3ed bl map. This map needs to be K.I.S.S. and not get in the way of the players fighting each other but still have valuable objectives to give pretext to the fights.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
a more enjoyable pvp experience is why people played WvW, it getting worse is why the hardcore people left WvW
the most significant change would be an enjoyable pvp experience IE. Balance some of the stupid kitten in WvW
I want to be able to play my flute and walk at the same time.
Personally I have given up on asking Anet for new stuff. They will eventually release new stuff, but usually it is not what Veterans of the mists would like. So I am just gonna wait and see. Hopefully the next xpac will have some decent WvW stuff. Otherwise on to a new game.
Events pfft wvw doesn’t need events, we don’t even need a wvw team, we only need to fix lag and balance. Priorities people get with it.
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill
We need to put mines in WvW maps and those mines would be only places to get legendary armor materials. That would bring some action.
Seafarer’s Rest EotM grinch
Events pfft wvw doesn’t need events, we don’t even need a wvw team, we only need to fix lag and balance. Priorities people get with it.
We are probably talking about quite different times of the day. I never had laags when I played, but usually found an enemy mostly once per hour..
Remove all NPCS from WvW. Bump up rewards for kills substantially. Increase all structure health to make it a little more dangerous when capping. I think this would encourage more fights, and discourage the ktrain.
Fort Aspenwood
Remove all NPCS from WvW. Bump up rewards for kills substantially. Increase all structure health to make it a little more dangerous when capping. I think this would encourage more fights, and discourage the ktrain.
Remove all NPCS from WvW – Small havok teams are sitting ducks without the fake ducks that typically hide them when they’re roaming in enemy territory.
Bump up rewards for kills substantially – Nobody wants to be on the loosing side. It’s more fun to be on the side that wins & gets bags. Players will pick the side that more efficiently gets them bags. Zergs are able to cap faster than small havok groups. Many hands make the task fast & simple is the saying.
Increase all structure health – Small havok team’s need more time to breach anything. Making things harder to breach actually increases the lead time that players need to respond until a structure is capped…which actually encourages ktrain’s efficiency by allowing them to get to every breach that’s in progress to save it.
That’s true. I would just like to see better rewards and more incentive to play. Matchups are a disaster, player base is dwindling.
Kind of sad when you think about this great game mode – it used to be the bee’s knees and now…. we are stuck with redheaded step child status.
Thanks for your input, Diku.
Fort Aspenwood
As much as i do like your proposal.
“An event system, that from time to time (especially in off-time) replaces the skirmish scoring to focus PvP action, e.g. winner of the skirmish is: who controls objective X (e.g. SN, or a keep or a tower) for the longest time in the 2h of the skirmish.”
I think this will turn into the defending server stacking tons of siege for those 2 hours with the main blob sitting inside defending it vs the attacking servers..It wil be either siege wars, or lagging your kitten off for 2 hours straight with a constant 3 way in sm.
GW2-WVW is one of the best open pvp world I have ever seen, mainly why it does not encourage camping, which is a common problem that occurs in most open world pvp.
But from my experience in other games, I do not see any secrets other than why you’re failing, simply, 1 – you need a great prize that encourages the involvement of large guilds or groups. 2 – something that encourages loyalty to the server.
In Neverwinter for example, we have the Gauntlgrym[ https://www.youtube.com/watch?v=XZuo5JacMCw ], which would be a WvW of them, with the difference that it has limited time and not open 24hrs. After the “great war” is opened a special dungeon where they collect typical pve prizes.
They should not only encourage collective progression, such as great prizes for guilds, but also individual prizes for the style that occurs in Pvp.
There is an important detail, the base of Gw2 players like zergs, it is contradictory to adapt the WvW to small teams, when in fact, there are only small teams when the thing is tedious enough, astounding the players.
If the goal is to make WvW appealing to small teams all you have to do is make it annoying enough that only die-hard keep playing, which is pretty much what already happens.
(edited by ugrakarma.9416)