One Vets Feedback On WvW
Having run a guild since EQ1 which has mainly focused on PvP environments, I along with the rest of our guild were very excited over the release of GW2. Obviously GW2 WvW is not open world pvp, but due to similarities with Daoc which is still one of the best pvp centric mmo’s to be release we decided to jump in. Now that a large portion of the guild has hit 80, geared up and is PvPing in WvW we are able to give some feedback on what needs to be tweaked in order for GW2 to grow and sustain a quality player base after the initial newness has worn off.
Gear grind VS Character development.
Once we hit 80 (which is very easy to do in GW2), the only options to further develop your character is through the acquisition of items. Farming items isn’t new, but grinding for gear being the only real activity to in developing your character after max level is a very bad design idea. EQ1 eventually added AA (alternate experience) which allowed you to further develop and customize a character after maxing out which you would earn while farming for gear. Daoc had a great realm point system in which you were able to further enhance your character which you earned while pvping. Both systems allowed you to gradually develop a character while doing what you would normally be doing. Both systems had attainable goals while being taking many hours of play to fully max out, which is the beauty of the design.
WvW Design
One amazing aspect of Daoc RvR was the huge team unity, pride and general feeling of “all for one”, before they allowed players to roll toons on all three realms and cross log, of course. Allowing instant server transfers in GW2 makes this non existent on most servers. Players simply transfer off losing/low pop servers as soon as the status of a top tier server goes from “full” to “high”. Server transfers should be relegated to players going from full pop servers to lower pop servers and for players that were not able to get on the same sever as their guild at the start.
It’s amazing how simple ideas and concepts seem so hard to implement properly. I don’t presume to know anything about the technical end of video game design but creating shields, cloaks (why aren’t they in game again?), robes , etc.. open enough to accommodate a properly sized guild emblem seems pretty basic considering everything else I’ve seen. To top that off, we are charged a gold piece to at this to one piece of armor or weapon, why? You are making it an annoyance to represent your guild for some reason, that is a mystery. What’s even worse is that once you apply the emblem to something the armor can change appearance and in most cases so small it’s not even worth applying. In a game like Daoc which got it right, as time past, guilds could be recognized solely on their emblems and banners which made you feel immersed in the RvR and added more excitement to the whole shebang. The only fix for this I could imagine would be to add cloaks which would display guild emblems that can actually be seen and recognized.
Continued..