New WvW Map: Farmfest Castle

New WvW Map: Farmfest Castle

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Posted by: Kain Francois.4328

Kain Francois.4328

No, the title is not sarcasm.

I often hear complaints about how EoTM degenerated into a farmest, and how that is Toxic to the WvW community… Well, why not embody that idea instead?

Here is my suggestion: A WvW Map dedicated entirely to farming.

In the center of the map is a castle where a TON of events and champions spawn, for a farm worth about 15-20g/hour. The twist is that 3 different servers must compete over control of this area, and the longer it is held, the higher the rewards. In other words, servers are rewarded for their skill.

Surrounding the castle are many different forts, which the controlling server must defend and reinforce in order to prevent the enemies from reaching the controlled castle.

In addition, the events themselves would require Supply in order to farm, such as a Champion Seige Golem who is only vulnerable when struck with a Ballista, or a Bone Wall we need rams to destroy. Some events naturally promote using an Arrow Cart when tons of mobs spawn.

In order to get the supply which the farming events need so much, the zerg controlling the castle would have to travel back and forth between the castle and an area within their forts containing a supply camp. However, enemies are able to capture this camp as well, essentially cutting off supply to the castle and starving them of supply needed to farm, giving the invaders a chance to defeat the castle defenders.

Capturing the castle itself is no easy task. The map would be mostly linear and comprised of mostly narrow passageways which intentionally provokes the 2 enemy server to cross paths and fight each other. In other words, the invading servers would not only worry about capturing forts from the castle-defenders, but also from the other invaders.

As a reward for both capturing and defending, players get to farm champion boxes, karma, t6 mats, and lewt.

I believe a “farm”-map like this would greatly reward players for working together with smart tactics and commanding, while also engaging them with skill-based combat against other players.

In addition, it would also allow ANET to turn the Edge of the Mists into a more “serious” game mode, while making Farmfest Castle into the dedicated “farming” map, which Edge of the Mists currently is.

I think it would also serve as a great bridge between WvW and PvE players, since it combines gameplay of both gametypes.

Also, it would improve server pride, in my opinion.

What do you think? Castle Farmfest sound good?

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Posted by: Menzies The Heretic.3415

Menzies The Heretic.3415

Which problem will be solved by implementing this?

* Twitch – Mênzîes – Mesmer pvp
* YouTube – Fun, guides and gameplay

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Posted by: Cavendish.2168

Cavendish.2168

That sounds great. When it goes live we can all bandwagon to the same server and farm it. Since we will all be making 15-20g an hr it wont be a big deal to hop transfer servers constantly to always be on the winning team.

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Posted by: Dayra.7405

Dayra.7405

Which problem will be solved by implementing this?

It solves the PvD problem. With so many distributed objectives, people run in circles avoiding each other. If there is just one objective, they have to fight each other for that objective.

That sounds great. When it goes live we can all bandwagon to the same server and farm it. Since we will all be making 15-20g an hr it wont be a big deal to hop transfer servers constantly to always be on the winning team.

Of course, there has to be a max capacity, i.e. if all join the same side only 1/3 can play and 2/3 are queued. And you can add the man-power quotient as a factor in rewards. If A has 80 ppl and B has 100 A’s rewards are multiplied by 100/80 and B’s rewards are multiplied by 80/100. If only B has 100 people and A has none B’s multiplier is 0/100, i.e. nothing.

The idea is really great! (surprisingly this is no sarcasm, even if it is from me) as it really solves the main problem of WvW:

Attacking at times and places where there is no enemy is more rewarding for the score and personally, than fighting with the enemy.

It also solves the secondary problem of WvW

WvW is the lowest rewarding activity you can do in GW2

If there is only 1 reward in the game and controlling it is the most rewarding (personally as well as score-wise) state you can be in, a lot of people want to be in this state, but if only 1/3 of them can be in that state, and rewards are better the more want to take that reward away from them there will be heavy fights to get that reward.

The second good idea in this proposal is: everything around is in itself not rewarding, you only need it to get the main reward.

Ceterum censeo SFR esse delendam!

(edited by Dayra.7405)

New WvW Map: Farmfest Castle

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Posted by: MarkusParkus.8467

MarkusParkus.8467

Here is my suggestion: A WvW Map dedicated entirely to farming.

In the center of the map is a castle where a TON of events and champions spawn, for a farm worth about 15-20 Silver /hour.

Fixed that for you I doubt this would really solve any problems.. screwing up the game economy with massive influx of gold and also making WvW even more of a ghost town are the most likely outcomes from this.

Furious Scumbag, Raging Scumbag & Geologist Greywind
[NOX] & [Coma] – Gunnar’s Hold.

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Posted by: VOLTCIEAGE.3029

VOLTCIEAGE.3029

Green blob incoming maybe first lets fix EOTM and lets get rid of colors, so people will be asigned to the side with the lowest numbers ,becasue playing eotm as red/blue is just horrible .

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Posted by: Sube Dai.8496

Sube Dai.8496

Its not as crazy as it sounds. Its kind of the same way fow and uw worked in the early gw1 days.

The only issue would be server stacking.

John Snowman [GLTY]
Space Marine Z [GLTY]

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Posted by: style.6173

style.6173

@OP:

Sounds like a good PvE map.

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Posted by: urieldhynne.2743

urieldhynne.2743

1) Lower (A LOT) the Karma and rewards in capture events. Instead give to the player a LOOT buff, maximum 5 stacks, more stacks, more rewards you get from killing players. In dead you lose the stacks.

You gain increase LOOT BUFF during defend events. Defenders has a increase loot in kills.

2) Raise the reward for killing players and add a little amount of karma per kill. Increased by LOOT buff.

3) Add a ICD in players drop to prevent the intentional farming between rival servers. Like 5/10 min after dead you don’t drop anything.

No more PvD.

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Posted by: Kain Francois.4328

Kain Francois.4328

Hey guys. Glad you’re liking this idea. Here’s some food for thought:

1) Greed versus Defense

Defending the FarmFest Castle is not easy, as players mustn’t overexert themselves. In addition to needing Seige weapons and supply in order to farm the mobs, a smart Invader would try to strike while the Defenders are farming. So the Defenders mustn’t use too much supply needed for Defense-Seige, nor’ must they farm while under an invasion. Being too greedy is what will result in a loss.

2)15-20g/hour is only for actually managing to defend the Castle for an hour. Consider the fact there is a tug-o-war between 3 teams, and it’d be more realistically 5-7g/hour

3) A centralized objective promotes a more healthy competition, rather than a “flipping”-train current WvW maps have degenerated to.

4) Defending as a viable tactic! In this game mode, it is actually rewarding to defend, whether it be a small roaming team killing zergs at a fort, or the FarmFest Castle itself.

I would like to emphasize the fourth Food for Thought, of Defending as a viable tactic. With a centralized, single objective, means that your Castle is constantly under assault. The very goal itself of the Defenders is to fortify their forts and defend their FarmFest Castle, while securing the supply to continue doing so. This is a gameplay rarely found in current WvW Maps, and I hope players find it interesting enough for ArenaNet to consider!

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Posted by: sirian.4981

sirian.4981

Just copy what WoW has done. Every few hours you have a big fight over an area. The area has cool quests and a dungeon attached. This forces PvP. You can even give an advantage to the attackers.

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Posted by: Sube Dai.8496

Sube Dai.8496

Just copy what WoW has done. Every few hours you have a big fight over an area. The area has cool quests and a dungeon attached. This forces PvP. You can even give an advantage to the attackers.

This is basically what I was going to suggest. But rather one area for stonemist there should be another one for holding your home BL. Reason being that some servers may never capture stonemist but holding your own bl is not such a huge expectation. Should help with any server stacking issue too.

Maybe they could even give access to the same farming/quest area, but stonemist just grants longer access.

John Snowman [GLTY]
Space Marine Z [GLTY]

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Posted by: Junkpile.7439

Junkpile.7439

Game already have farmfest castle. It’s called Overgrown Fane.

Low quality trolling since launch
Seafarer’s Rest EotM grinch

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Posted by: Ettanin.8271

Ettanin.8271

Loot Agriculture does not solve the Gold Gini issue but merely amplifies the issue.

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Posted by: EnemyCrusher.7324

EnemyCrusher.7324

Ruining the economy by trying to force PvE farmers to PvP would not benefit anyone. EotM has already devalued WXP, gold, and karma; this idea would make the problem catastrophically worse.

Light of Honor [Lite] – Founder / Warmaster
Sorrow’s Furnace Commander
“You’re the mount, karka’s ride you instead, and thus they die happy!”-Colin Johanson

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Posted by: Valik Shin.9027

Valik Shin.9027

Just take divinity reach slap some control points in it and port it to wvw

Valik Shin
Darkwood Legion [DARK]
Yak’s Bend

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Posted by: ThunderCat.8395

ThunderCat.8395

how about get rid of champ bags entirely from WvW NPCs and drastically improve the loot dropped by enemy players?

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Posted by: Sube Dai.8496

Sube Dai.8496

Ruining the economy by trying to force PvE farmers to PvP would not benefit anyone. EotM has already devalued WXP, gold, and karma; this idea would make the problem catastrophically worse.

It could have unique rewards. In gw1 ectos only dropped in uw and they were used to craft armor in fow. They could easily emulate something like that.

John Snowman [GLTY]
Space Marine Z [GLTY]

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Posted by: Basch.1347

Basch.1347

Make karma/xp from capping objectives tied to how many are present when the cap occurs, so that you get less for capping it as an omniblob. You’ll soon hear the death knell of WvW farming if you do this.

But actually, there should be a king-of-the-hill style WvW map, minus giant SMC blocking the works. To discourage zerg-style play, put four equidistant control points with the same size Lord’s room ring as SMC on the top of four hills (with a slight incline up to each, probably 25-30 degrees) right in the middle of the map. Spread them out to about the distance from SMC’s Lord room to the inner doors. Capping all four will give a one-time flat boost to PPT (say, 200 points), followed by the same-old points per turn value equivalent to SMC (not sure what it is off the top of my head).

Open the map, and watch the massive, ongoing melee.

It’s basically using the base structure the PvP arenas and implementing them on a WvW-scale. Except the points are closer together for more interplay. And 3 way fights to add some dynamism.

It won’t be zerg on zerg, since there’s not just a singular point, but close enough that there’s some interaction between each. You’ll get a good number of 15 on 15 or so, with plenty of edge fighting for roamers or gank squads. Obviously, this is for EB style fighting three-way fights, not 1 on 1 GvG or duels, but it’d improve fights and reduce siege bunkering.

I’m just spit-balling, but it sounds like fun to me. Probably tons of holes/issues too. Still, wouldn’t it be fun? Also zero chance for ANet to implement it, as it might actually be a significant change.

FA