RIP home borderlands?
Trick them into moving the waypoints into the keeps. (Completed)
Trick them into allowing the defending team to use the waypoints. (Pending)
Trick them into moving the waypoints to tier 3. (Pending)
You get your borderland back.
@misterdevious
You’re so devious.
People are back!
In EB, sadly.
It’s gotten to the point where sometimes a 40 queue is seen in EB and there are requests to the queuers in TS go into homebl, but nobody will do it. They’d rather sit in Lion’s Arch then go into the borderlands. I can’t say I blame them much.
And to be fair, everything in EB third is so close and quick to keep tabs on, it feels more home than the rather large and spaced out actual home.
for there you have been and there you will long to return.
People are back!
In EB, sadly.
It’s gotten to the point where sometimes a 40 queue is seen in EB and there are requests to the queuers in TS go into homebl, but nobody will do it. They’d rather sit in Lion’s Arch then go into the borderlands. I can’t say I blame them much.
And to be fair, everything in EB third is so close and quick to keep tabs on, it feels more home than the rather large and spaced out actual home.
I think this is the problem. Perhaps they should’ve replaced EB with some version of the desert map, and left the home BLs alone.
People are back!
In EB, sadly.
It’s gotten to the point where sometimes a 40 queue is seen in EB and there are requests to the queuers in TS go into homebl, but nobody will do it. They’d rather sit in Lion’s Arch then go into the borderlands. I can’t say I blame them much.
And to be fair, everything in EB third is so close and quick to keep tabs on, it feels more home than the rather large and spaced out actual home.
I think this is the problem. Perhaps they should’ve replaced EB with some version of the desert map, and left the home BLs alone.
To be fair, EB has the best setup of the three. Not necessarily the spacing, which does tend to make the pace a lot faster, but how the layout made the areas in each third strategically relevant. If you want to take a keep, your best bet is to take out a few of the towers first, because the towers assisted in the keep’s defense. Both versions of the borderlands lacked a strategic layout. Being able to treb the garrison from the northern towers was a minor bit of strategy, but that’s the equivalent to a fingernail compared to an entire person. Now, with the new maps, there’s not even that fingernail. The Borderlands desperately needed redesigned, but they failed miserably. They went in the complete wrong direction and took away the minor bit of strategic layout that there was. The maps need to be designed from a defender’s point of view, specifically the layout. To do anything else is to actively screw them up. And you end up with the Desert map. And not just one defender’s standpoint, all three. The maps need to be divided up into thirds, and those thirds need to be layed out for proper defense. Not for Karma Training, and not like a PvE map. Currently, EB is the only map that does that. So instead of removing EB, they should learn from it, or worst case scenario, just make 3 EB’s.
I used to play on home bl a lot (and when not I usually romed enemy bl, never liked EB) but now it’s truly a desert. Before the new borders an attack on home Garri with WP was like a national emergency, the EB comm came over, Guilds came etc. just to hold when we scouted a large attack. Now people don’t even bother to flip our “Rampart” back when it’s a freecap. All the WvW that still exists in EB, and even there numbers are reduced. Before HoT 80-90% of my FL was in WvW, now it’s like 2 out of 12-15. Anet has truly killed WvW. I barely play it anymore either.
I think that’s what ANet wants. To treat the new Desert BL as like EB. What with the WPs moving into the Keeps, and center event instead of SMC.
Too bad us in lower tiers don’t even have enough to fill one map. /gg
To be fair, EB has the best setup of the three. Not necessarily the spacing, which does tend to make the pace a lot faster, but how the layout made the areas in each third strategically relevant. If you want to take a keep, your best bet is to take out a few of the towers first, because the towers assisted in the keep’s defense. Both versions of the borderlands lacked a strategic layout. Being able to treb the garrison from the northern towers was a minor bit of strategy, but that’s the equivalent to a fingernail compared to an entire person. Now, with the new maps, there’s not even that fingernail.
I disagree, borderlands were much superior to EB, for a start EB is very imbalanced, there is a fair difference between how strong each keep is, there is a difference in towers such as green does not really have a weak tower, when you compare it to Durios (blue) or Anza (red), etc.
Then you have waypoints, on borderlands upgrading to / preventing / taking down / defending a WP was far more important than those on EB, it was probably the biggest strategic map based objective in WvW and biggest strategic driving force, things like preventing the opposition getting a WP in bay/hills have been removed from the game. (that this is gone with perma WP & autoupgrades is one of the reasons the new map is such a failure, the basic lack of understanding of WvW by whoever came up with the map and new upgrade system is well…).
The fact there were three keeps, and that it was reasonably common for the home side to get garri + 1 other upgraded at times meant that defense was generally much more interesting than EB, where all that really counted was your keep, then the 1 or two defensive towers like Veloka, jerri, etc, but they are right next to the keep, which is kind of dull, part of what made defending say garri + hills both getting attacked at once interesting is the distance between the two, not too far that it was impossible to get reinforcements in or react, but not so close that you can virtually defend two things at once, like you can in EB, and beyond that it was the importance and strategic value that made it interesting and worth defending, losing Veloka might not be good, but really pales into insignificance compared to losing hills or bay with a WP.
Furthermore you have the actual keep design, the keeps on the old borderland gave far more tactical options and produced far more interesting fights than the simplistic, rather one dimensional ones on EB (garri especially).
As for the “northern towers was a minor bit of strategy”, I look it like this, every tower except the SE one on the old BL had some strategic value for attacking a keep, on EB most of the towers are redundant (mendons for example) or very minor (those that can treb SM) and SM is the biggest red herring in the game.
Which is why, or at least what I found on multiple servers (on EU) that most veteran players whether they wanted fights as a guild, decent fights as an open raid or liked scouting / upgrading or whatever, preferred the borders, often leaving EB to newer players / casual players.
(edited by zinkz.7045)
The Borderlands desperately needed redesigned, but they failed miserably. They went in the complete wrong direction and took away the minor bit of strategic layout that there was. The maps need to be designed from a defender’s point of view, specifically the layout. To do anything else is to actively screw them up. And you end up with the Desert map.
Whats funny (or tragic) is that their intention with the design was to help defenders. They clearly lack the design nous to properly build a strategic map and they didn’t seek advice from people with more knowledge in this area.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
To be fair, EB has the best setup of the three. Not necessarily the spacing, which does tend to make the pace a lot faster, but how the layout made the areas in each third strategically relevant. If you want to take a keep, your best bet is to take out a few of the towers first, because the towers assisted in the keep’s defense. Both versions of the borderlands lacked a strategic layout. Being able to treb the garrison from the northern towers was a minor bit of strategy, but that’s the equivalent to a fingernail compared to an entire person. Now, with the new maps, there’s not even that fingernail.
I disagree, borderlands were much superior to EB, for a start EB is very imbalanced, there is a fair difference between how strong each keep is, there is a difference in towers such as green does not really have a weak tower, when you compare it to Durios (blue) or Anza (red), etc.
Then you have waypoints, on borderlands upgrading to / preventing / taking down / defending a WP was far more important than those on EB, it was probably the biggest strategic map based objective in WvW and biggest strategic driving force, things like preventing the opposition getting a WP in bay/hills have been removed from the game. (that this is gone with perma WP & autoupgrades is one of the reasons the new map is such a failure, the basic lack of understanding of WvW by whoever came up with the map and new upgrade system is well…).
The fact there were three keeps, and that it was reasonably common for the home side to get garri + 1 other upgraded at times meant that defense was generally much more interesting than EB, where all that really counted was your keep, then the 1 or two defensive towers like Veloka, jerri, etc, but they are right next to the keep, which is kind of dull, part of what made defending say garri + hills both getting attacked at once interesting is the distance between the two, not too far that it was impossible to get reinforcements in or react, but so close that you can virtually defend two thigns at once, like you can in EB, and beyond that it was the importance and strategic value that made it interesting and worth defending, losing Veloka might not be good, but really pales into insignificance compared to losing hills or bay with a WP.
Furthermore you have the actual keep design, the keeps on the old borderland gave far more tactical options and produced far more interesting fights than the simplistic, rather one dimensional ones on EB (garri especially).
As for the “northern towers was a minor bit of strategy”, I look it like this, every tower except the SE one on the old BL had some strategic value for attacking a keep, on EB half the towers are redundant and SM is the biggest red herring in the game.
Which is why, or at least what I found on multiple servers (on EU) that most veteran players whether they wanted fights as a guild, decent fights as an open raid or liked scouting / upgrading or whatever, preferred the borders, often leaving EB to newer players / casual players.
The problem with EB is that most of the towers are right on top of their respective keeps. If the spacing between the towers and the keeps were a full treb distance, it would be much better. You’re looking at the details of EB, but you need to be looking at the overall concept instead. The keep is the heart, and the towers support the keep. That’s an intelligent layout. Intelligent layouts are far superior to “the keep is in the front and exposed, and the towers are behind it and isolated”. Look at it like this, you get a keep, 2 towers and 3 camps to work with. You have to set them up to try to defend them. How are you going to position those areas? If you look at the way the thirds are set up in EB, that’s at least close. If you look at any of the thirds in any of the borderlands, they’re completely backwards and designed not to be held and defended, but to be easily captured. That’s the problem there. They’re not laid out in positions that help keep them safe, they’re laid out in positions that make them easy targets.
Furthermore, a waypoint in the EB keep is crucial to the defense of the entire third. A waypoint in any of the keeps on the borderlands primarily just meant a little less distance when running to somewhere in the south. On your home borderland, the southern towers were completely worthless, since Sleazerazer could just be activated to take those, so the waypoints in the hills and bay had considerable less value. The only thing the waypoints were good or was spamming on them when the timer was low during a defense. Going even further the hills was important to defend, because it could be absolutely brutal to try to attack, so it was better to hold it. But the bay? The bay was mindnumbingly simple to capture, so you didn’t even need to bother defending it, unless you were just looking to fight some people.
As far as the actual design of the interiors of the towers and keeps, I certainly preferred most of the old borderlands to Eb or the new borderlands. The hills was awesome, the garrison was pretty good, and the NE tower was my baby. But the west side of the map needed improvements. The NWT was far too easy to siege cap. The bay was hideous, in that the defenders were on the severe low ground. the SWT suffered from the same problem as the NWT. The SET was good, but a single treb from the hills completely neutered the place. Now, those problems could have easily been fixed. The NWT and SWT could have had some modifications done to them. The bay’s inner could have been raised up and just leave the water as a moat there. And the SET could have been raised or the hills lowered so a treb would only be able to reach the back wall (which would have needed to have been made breakable). But let’s not pretend that EB doesn’t have some good and bad towers as well. The new borderlands are….. well…. they’re…. hideously bad. The art team may have done a good job making them pretty, but…. the sheer number of fatal flaws with the design, both overall and in the smaller details, absolutely kills every bit of it. The southern towers aren’t complete crap, but that just means they have a little bit of good mixed in with all of the bad. The keeps are nightmares. The NWT might be ok with 10 people inside of it. The new NET is a glaring example of bad design philosophy. And what’s worse is…. what are the northern towers protecting? The PvE mobs to the north of them. The skritt and whatever the hell that other thing is in the NE have towers to protect them, and the bizarre keep is a sitting duck.
Now, imagine this, if you will. Start with the old borderlands. Swap where the garrison and the north camp are. Slide the northern towers up along the road to be within treb distance from the garrison. Now, look at that third from a defensive point of view. Next, swap the hills and SE camp, then the bay and SW camp. Then look at those thirds from a defensive point of view. In each third, your keep would be in the back line, your towers would in in front of them to defend them, and your camps would be off to the sides. Sure, attackers could just go straight for a keep, but their best bet would be to take a tower and set up and pressure from there. Attackers would need to push out to advance, and defenders would need to push out to halt that advance, so open field fights would happen between the objectives. Sure, the defenders could try to sit inside on siege and wait for the attackers to approach, but the attackers could just drop an open field treb and take down all their siege. It’s those layers of strategy and counterplay that used to come in small doses, but have now been completely removed. But they should have been at the forefront from the beginning.
To be fair, EB has the best setup of the three. Not necessarily the spacing, which does tend to make the pace a lot faster, but how the layout made the areas in each third strategically relevant. If you want to take a keep, your best bet is to take out a few of the towers first, because the towers assisted in the keep’s defense. Both versions of the borderlands lacked a strategic layout. Being able to treb the garrison from the northern towers was a minor bit of strategy, but that’s the equivalent to a fingernail compared to an entire person. Now, with the new maps, there’s not even that fingernail.
I disagree, borderlands were much superior to EB, for a start EB is very imbalanced, there is a fair difference between how strong each keep is, there is a difference in towers such as green does not really have a weak tower, when you compare it to Durios (blue) or Anza (red), etc.
Then you have waypoints, on borderlands upgrading to / preventing / taking down / defending a WP was far more important than those on EB, it was probably the biggest strategic map based objective in WvW and biggest strategic driving force, things like preventing the opposition getting a WP in bay/hills have been removed from the game. (that this is gone with perma WP & autoupgrades is one of the reasons the new map is such a failure, the basic lack of understanding of WvW by whoever came up with the map and new upgrade system is well…).
The fact there were three keeps, and that it was reasonably common for the home side to get garri + 1 other upgraded at times meant that defense was generally much more interesting than EB, where all that really counted was your keep, then the 1 or two defensive towers like Veloka, jerri, etc, but they are right next to the keep, which is kind of dull, part of what made defending say garri + hills both getting attacked at once interesting is the distance between the two, not too far that it was impossible to get reinforcements in or react, but not so close that you can virtually defend two things at once, like you can in EB, and beyond that it was the importance and strategic value that made it interesting and worth defending, losing Veloka might not be good, but really pales into insignificance compared to losing hills or bay with a WP.
Furthermore you have the actual keep design, the keeps on the old borderland gave far more tactical options and produced far more interesting fights than the simplistic, rather one dimensional ones on EB (garri especially).
As for the “northern towers was a minor bit of strategy”, I look it like this, every tower except the SE one on the old BL had some strategic value for attacking a keep, on EB most of the towers are redundant (mendons for example) or very minor (those that can treb SM) and SM is the biggest red herring in the game.
Which is why, or at least what I found on multiple servers (on EU) that most veteran players whether they wanted fights as a guild, decent fights as an open raid or liked scouting / upgrading or whatever, preferred the borders, often leaving EB to newer players / casual players.
But in comparison to the new map? EBG has the best setup. At least that’s what I feel after wandering around the borderlands for several hours that were – somewhat ironically – a mixture of boredom and confusion. Don’t get me wrong, the new map isn’t trash, but it would suit gameplay better as an alternative map, not as the borderland map.
Ehmry Bay Guardian
Like what i read somewhere here: …in Desert BL maps, some key purposes of towers and keeps have been somewhat disregarded.
It used to be essential or key to take NE/NW Towers to start a siege and try to take Fortified Garrison from an enemy.
Or how people will try and take SW Tower in the hopes of trebbing Bay, drawing out responses, fights and dynamic combat.
Or how you so persistently try and flip back camps cause your keep is at 0 supply and the upgrade is like a hair thin away from upgrading.
All of these have been discarded, the thrill of defense and offense has been thrown out of the window in these new maps.
Too much aesthetics, not enough functionality.
Too much aesthetics, not enough functionality.
Yep. For instance, the new keeps look kind of cool, but they’d suit EotM rather than borderlands. What happened to the charming Ascalonian castles I used to defend so valiantly! I feel like an outsider intruding on random tengu/asuran lands.
Ehmry Bay Guardian
Il would just to say that moving the WP inside the keep are a first good move.
I have play many hours today defending only our 1/3 on ennemy BL and the WP help a lot.
This make a lot less time to run everywhere, more action. But you have to focus on your 1/3 on each map.
But I continu to think that this WP must be earned and he should only be unlocked at T3. Upgrade must be manual and require supply.
Maybe I don’t care if Anet don’t give WP to everyone, I can adapt to this.
This map can be played without running for hours if each team control 1 keep on each map, thx the WP inside the keep. Those WP should never be placed in the tower.
It’s a first good move, please Anet continu to listen. Remove those auto upgrade, move WP only at T3 and make upgrade depend on supply.
For that give back the old supply limit (both doly and keep) and the double supply capacity for the supply caravan.
It’s your choice to give WP to everyone at T3 or only to 1 team if you want at all cost to remove the 1 color BL…
To everyone, try to play the game this way, focus on your keep on each map, and you should have less time runing.
People are back!
In EB, sadly.
It’s gotten to the point where sometimes a 40 queue is seen in EB and there are requests to the queuers in TS go into homebl, but nobody will do it. They’d rather sit in Lion’s Arch then go into the borderlands. I can’t say I blame them much.
And to be fair, everything in EB third is so close and quick to keep tabs on, it feels more home than the rather large and spaced out actual home.
I go back to our BL once in awhile, but I just can’t stay long. Its not fun and its not engaging. Any content that runs the gambit of annoying to boring is not going to keep anyone around for long.
At least fun can still be found on EB like it used to be. The new BL’s might have made EB more populated by funneling unintentionally funneling wvw players to something that’s not a hot mess.
I disagree, borderlands were much superior to EB, for a start EB is very imbalanced, there is a fair difference between how strong each keep is, there is a difference in towers such as green does not really have a weak tower, when you compare it to Durios (blue) or Anza (red), etc.
EB is pretty much the superior WvW map. There is virtually zero wasted space on the map. Keep defense is prioritized. Each keep has a different feel with different advantages/disadvantages as neither side has a particularly strong advantage. SM is centered and something to constantly fight over. It also has some of the best rolling semi-flat terrain with few choke points for great large scale combat.
Alpine was far from perfect and downright annoying at times (the water before the ruins… ughhh), most of the map is a complete waste (skrit, centaurs, windmill, the entire center), navigating it beyond Hills/Bay was mostly a camp only affair and it had too many silly PvE events (including a jumping puzzle and ruins). Basically the best parts of Alpine was Garri/Bay with a little bit of Hills and a few pockets in-between.
Course the Deserted map doubled down on everything that made Alpine less than EBG with vast unused space, NPC events, etc. It is like the ANet designers do not understand WvW at all.
“Youre lips are movin and youre complaining about something thats wingeing.”
I disagree, borderlands were much superior to EB, for a start EB is very imbalanced, there is a fair difference between how strong each keep is, there is a difference in towers such as green does not really have a weak tower, when you compare it to Durios (blue) or Anza (red), etc.
EB is pretty much the superior WvW map. There is virtually zero wasted space on the map. Keep defense is prioritized. Each keep has a different feel with different advantages/disadvantages as neither side has a particularly strong advantage. SM is centered and something to constantly fight over. It also has some of the best rolling semi-flat terrain with few choke points for great large scale combat.
Alpine was far from perfect and downright annoying at times (the water before the ruins… ughhh), most of the map is a complete waste (skrit, centaurs, windmill, the entire center), navigating it beyond Hills/Bay was mostly a camp only affair and it had too many silly PvE events (including a jumping puzzle and ruins). Basically the best parts of Alpine was Garri/Bay with a little bit of Hills and a few pockets in-between.
Course the Deserted map doubled down on everything that made Alpine less than EBG with vast unused space, NPC events, etc. It is like the ANet designers do not understand WvW at all.
Water before ruins… helped to break up the land movement somewhat. It was a nice variation to the normal landscape and was useful if you were a scout escaping a zerg. Certainly a lot better than lava before ruins… or fall a thousand feet to your death before ruins.
Windmill wasn’t a waste, it was part of the battlefield. Also part of the homeland feel that made the place worth fighting for!
Centaurs and skritt, well… yeah. Not really sure why those were there except to support skill points. But they could have been repaired/changed; they didn’t need to be utterly replaced by a new map.
I did love wandering the borderlands and snagging random attackers and having them follow me somewhere you referred to as “wasted space” to finish them off without interruption. Good spot for duels, too. It’s always funny when people try to duel in EBG.
The rolling hills and neat castle/keep/tower design had me invested from day one, even though I probably played more PvE than WvW. The expansion has taken WvW (except sometimes EBG) out of my books. =/
Ehmry Bay Guardian
I’m pretty happy with the changes, but obviously I’d like the waypoints to be a T3 bonus. There’s not really any other upgrade that matters, and even that matters less with the changes to waypoints.
(The hot-drop waypoint was a lot of fun. The devs even highlighted how it was fun in the video they did after the adopt a dev program. I’m not sure why they decided to get rid of it.)
When/if we end up having good access to mobile waypoints via scribe, that might change, but they’d still feel pretty unearned the way waypoints feel unearned right now.
Overall though I think we have better combat frequency now, and the mid map event is fun as long as it’s important— it would be great if it didn’t lag the game so badly.
Skyhammer could use a better reason to be important though. The current mechanic excerbates coverage issues and encourages people to not worry about it until they can blitzkrieg a more or less empty map. Maybe if it gave a points per kill buff or an orb type buff for 3 hours or so, basically same as ruins, that could be a little more organic.