(edited by Josh Davis.6015)
Ready Up next Friday: Desert Borderlands
Are there going to be Jumping Puzzles in the new map?
(And if yes please show us anything about it :p)
Do you believe this will separate the zergs and create multiple small squads instead?
Do you believe this borderland will focus more on sieges rather then actual fights?
Does the vertical aspect reduces the map size in comparison to the others?
What do you expect of its meta considering the stab patch?
Were steps taken to prevent it from ending like EoftM?
Do you believe this map will separate the active population of WvW due it’s different design something similar to PvP modes in same queue?
Will a test version be available?
The Dhuumfire thread
Does this map provide open spaces devoid of environmental effects for the dozens of guilds that play WvW purely for the fights?
When will this release so we can try something new?
[Qrew] Leader
Warrior
According to your tests, how well do defenders perform in a 2v1 setting?
Does this map provide open spaces devoid of environmental effects for the dozens of guilds that play WvW purely for the fights?
This.
Even for players like myself, who don’t play in big guilds and havoc squads, can we please get some open space ?
Another question:
What is being done to address PvDoor? As far as I can tell most maps are blobs running from keep to keep, recapping what the opposing blob capped 5 minutes earlier.
How set in stone is the decision to initially replace all three borderland maps with the new Desert map? Have any other rotation ideas been discussed or are still seriously being considered? Are you still open to suggestions from players as the beta progresses?
Is the map population cap for the Desert map the same as the current Alpine borderland? (we know ANET doesn’t deal in solid #’s when it comes their map caps but most of us assume the borderlands cap still falls around 80 players per side range) Have you been able to test the map with different sized population caps in place? Do you set a map population cap based on what the map can hold without performance issues or what # of players it “plays” most dynamically with?
Xyleia Luxuria / Sweet Little Agony / Morning Glory Wine / Precious Illusionz /
Near Fanstastica /Ocean at the End / Blue Eyed Hexe / Andro Queen / Indie Cindee . . .
Is a rework for Eternal Battlegrounds planned?
Will there be masteries for the new Shield-Generator siege?
Will Golems be able to stealth in earth-keep s3 bonus?
Will Golems gain fire/lava-immunity by firekeeps s3 bonus?
Will Golems be able to use jumping platforms and gain falling-dmg immunity from air-keeps s1/3 bonus?
Will shrine-bonus be deactivated immediately if enemies capture a shrine, or do they have a deactivation-period of several seconds?
Will the Oasis event just damage gates or completely break them?
Will Shield Generators be able to block incoming shots from the Oasis event?
Will you be able to stealth / gain immunity while wielding power-cells from the Oasis event?
Will moving power-cells still be shown on the map if the carrying player is stealthed (implied they can stealth)?
Is there a change to the old upgrade-System to towers/keeps on this map, or can players still order upgrades for walls/gates/siege/guards/services via the known supply-merchant?
Fix lag…please QQ
Forgot the most important question:
Will a-net use the profit they make with this expansion to finally expand their Server-farm, or at least upgrading the performance of the current hardware?
Skill-lag / rubber-banding is not a client issue, it’s the server not being able to handle the stress.
Will the increased lag since last weeks patch be fixed with the release of this map?
Will the additional ‘game mechanics’ make lag even worse?
Will you ever play your map once it is released to realize ppl currently ragequit wvw during prime time as skill lag now makes it unplayable even in 40vs40? (not even speaking of 3way)
Will you ever realize that your target audience, the wvw addicts, widely detest the introduction of pve mechanics into wvw?
~Sincerely, a frustrated player.
I just want to say that even while I enjoy WvW and am glad there will be a new map, rehashing that news six times in the shadow of the continuing information vacuum that is Specialization is… boring. I want to care, but its one of those things that just doesn’t matter until the question of “what the heck are you doing to all of our characters?” is settled. Sorry.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
When will you fix the current atrocious lag in the wvw maps that happened since last patch?
your new map is useless if we can’t even fire off a skill in the current maps
Siege Question: How many stacks of Stability will the Shield Generator be able to pulse out with its Force Dome skill?
Fire Keep Questions: Will the Fire Keep’s Inferno Egg have a limited number of uses? Also, will the Inferno Hounds have a pulsing Stability to compensate their lack of stun-breaks/Stability and to prevent them from becoming CC-Locked by opposing zergs with ease?
Air Keep Questions: Are the areas that the Jump Pads can reach exclusive to the defenders, or will the invaders be able to take more roundabout ways of reaching those heights? Also, will the Air Turrets be sparser as the altitude increases[meaning they’re less present as the danger they individually pose increases]?
Sub-Air Keep Question: Will Masteries work in WvW, meaning that heights can be covered via gliding, making falls less punishing?
Earth Keep Questions: The earth walls are said to pop up as players approach. Is it possible to use teleportation skills[Blink, Shadowstep] to bypass walls by teleporting from a distance that the wall isn’t triggered at? Also, will the defenders be unable to move through walls triggered by attackers?
(edited by Dondagora.9645)
will the new maps be playable in the beta tests?
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
will the new maps be playable in the beta tests?
Will the new map be playable due to lag issue* that is correct question
Is the new map gonna adress the issues with defenders becoming increasingly unrewarded despite the time and coin invested in bringing up a structure?
As things are now takes hours in some matchups to upgrade a tower,only to see it taken by a much larger force that invests nothing compared to a defending group and gets rewarded even more for that playstyle.
Also will the map have the same vulnerable points that are trademark on eternal battlegrounds where an outmanned defender just has to abandon the tower because there is nothing to be done for an ogrewatch that is getting trebbed safely from stonemist and orgath trebs guarded by the enemy at the same time?
If you see a gear above my head……run
If you see me Offline,its totaly not a trap
Can we use dolyak tonics to become one with the dolyaks and run supply as a dolyak?
1. Will the map be laden with griffons, ©raptors, wolves, coyotes, drakes, skelk, moas, skritt, centaurs, wargs, spiders, hylek, krait, ogres, dredge, earth elementals, bears, Ascalonian ghosts, oakhearts, mosquitoes, panthers, boars, rats, rabbits, deer, sharks, chickens, pigs, cows, racoons, snow owls, eagles, and other assorted wildlife whose sole purpose is to simply cause aggravation for necros and guardians attempting to move around the map while giving thieves an advantage they don’t at all need?
2. Will there be underwater segments? If there are water segments, are they completely avoidable (unlike the water in the bay keep)?
3. Will the types of available resource nodes (ore, trees, plants) be similar to the current borderlands, or will they be more varied?
1. Echoing what one poster said above, will defensive walls triggered at the earth keep by attackers block the passage of defenders in addition to the attackers?
2. Also echoing other posters, will there be a beta test of the new map?
3. Will the shrines have a righteous indignation effect, i.e., a period of incontestability after they have recently been captured, or will they be more like the bloodlust ruins?
4. How close will the shrines be to the keeps, and will any of them be easier to hold than others (i.e., behind some of the keeps defenses like the air turrets or stealth sandstorms) or will they all be outside the perimeters of the keeps?
5. Will there be any changes to upgrades or the upgrading process in the map?
6. It was mentioned in your demo of the map that towers would have more strategic value, including blocking certain paths around the map with destroyable walls. Will these walls be upgradeable in addition to (or at the same time as) the normal tower walls?
7. Has there been any thought/design behind the placement of walls and gates so that a single shot from a catapult or trebuchet can no longer damage two walls or a wall and a gate at the same time?
8. The oasis event was described as a comeback mechanic, where a losing team on a map might have a chance to even the odds against a larger server. Some players are worried though that this just presents an opportunity for a large server (or high map population team at the time) to dominate even more. Do you have any more information or an opinion you could provide to allay these concerns?
9. Will the oasis weapon do a specific amount of damage to the gates, and then stop, regardless of whether a gate was being simultaneously repaired, or will it continue to fire until the gate is destroyed, meaning players are better off not repairing it?
10. Finally, this isn’t a question about the new map itself, so you might not be able to answer it, but just in case: Are there any plans with HoT to change the way that scoring or population balance in WvW are handled?
The only thing I would as would be, has the 2vs1 blob meta been considered in the design of the map?? Waypoint placement is key. Have you thought about a healing phase in addition to the damage phase of the oasis?
When can we play it?
Are upgrades to camps, towers and keeps being handled the same as they are now? Does the center laser event replace the breakout event? Will guilds still be able to claim building And give buffs. Is bloodlust gone for good and if so is there some other buff to score while stomping. Is there any underwater areas for combat. Jumping puzzles anywhere
Are dinosaur fast/aggressive enough to outrun and kill solo/small group of roamers just passing by?
Or are they slow where players can just ignore them..
What gameplay elements are included in the map that promote solo and small scale pvp (not pve) combat?
The citadel in the Alpine borderland contained a number of crafting stations and other services. What is the state of these for the Desert borderland?
Will the plans with the new WvW styles, also help out balancing the more lower and higher tiers between the servers?, cause at this moment people are massivly stacking between deso and sfr.
Does this map provide open spaces devoid of environmental effects for the dozens of guilds that play WvW purely for the fights?
+1
Would be nice if you revealed some areas for those of us who like to fight and not PVE.
ty
/Wvw guilds
Is there going to be PvE mobs that are capable of rallying enemies in this map?
Is there going to be any new reward activities in this map to make WvW actually profitable, especially for scouts and commanders?
Are the ruins and Bloodlust in this new map?
Will Badges of Honor actually have viable uses in the new map, like scouts and commanders using them to upgrade structures instead of having to spend the little gold they might end up making in WvW?
Is there anything new that’s going to be done in preparation of potential WvW lag issues caused by all the new graphical effects in the map?
Will the new map actually reward for map completion to replace the rewards you took away when you removed it from world completion?
Does the map have access to significant open field areas?
Are there any new upgrades to structures and camps?
Since keep lords have new abilities, do guards?
Can guards run some siege like they do in EotM?
Will the crafting stations be removed from the citadels in the new map?
Will the new map have event areas that don’t really contribute to WvW, like the centaur and skritt?
Are there any changes in the map on how guilds claim structures, how many can claim, or if guild claim is removed when a guild with more buffs claims it?
Will the ppk come back? (I hope)
Will the sieges more important as fights? (Hope not)
Will be more rewards for badges? (I hope)
How many will be the player cap on maps?
Can you rethink the wvw achivement?
Just the WvW
R3200+
With the new map, will you change the scoring system from PPT to PPK, or will be a mix of both?
How many past and present wvw players were consulted during the design process?
How many wvw players have tested the functions on the map?
Will the wvw achievements EVER be fixed?
How long until the next map after this one is ready? Will it be another 3 years?
Does this map provide open spaces devoid of environmental effects for the dozens of guilds that play WvW purely for the fights?
+1
Would be nice if you revealed some areas for those of us who like to fight and not PVE.
ty
/Wvw guilds
+1
Reposting from a post:
Would there still be open field fights, instead of just defending and sieging objectives? How about going on the offensive with your guild members by your side, the sense of camaraderie which happens during a fight, where there is a reliance on your guild/party members?
Or would we be somewhat forced/resorted to just having a different sort of fun:- sieging up, each with a siege pressing 1,2,3 and 4, or sitting around a bonfire, just because holding objective is the rule of the game and heck we are just too small for that blob with the infinite CCs?
I’m signing on to agree with the above posters for a lack of available space to entertain the ‘fight guilds’ as opposed to just the PPT guilds. From what we’ve seen there’s very little open content to actually find fights. Everything is hidden away in a maze of bridges, blocked paths, etc and the available open land is not large enough to fit some of the larger 3 way battles players have come to enjoy.
I’d also like to know if the new borderland may herald in a new ruleset to help balance out the coverage issue players have been complaining about for 3 years.
Will the older borderland map be repurposed? Players have been begging for a GvG system for years. Perhaps the new map can have the NPCs removed, many walls and gates destroyed, and players will be flagged aggressive to everyone outside of their own guild as they sneak through the destroyed landscape looking for long lost treasure. Simply allowing everyone to join this map and have it overflow like a normal PvE map would solve all GvG problems.
The question is : Why removing Alpine borderlands? Can’ t you just do a weekly rotation?
You are warned : If you totally remove alpine border from weekly matchups ( we don’ t care for wvw tournaments in which you might bring it back It’ s not the point )…well that will be your biggest mistake.
Why you have to replace something which works great? bah no comment
Regards.
A wvw player since day 1
My questions:
1. Can we see the new map of the Borderlands? Just the top-down view, it would be nice to see where the 3 starting points are and where the 3 Keeps are. Because, the way it was described, sounds like Eternal Battlegrounds except with a Lazer thing instead of a Castle.
2. Will the Shrine effects carry over to the other borderlands similar to how Bloodlust did?
3. I love to sentry (surprising as it may come to a lot of players, as most would find it boring). However, 95% of the time, I am severely punished for it as I lose gold, supplies, and effort for attempting to upgrade the tower or keep, only to see it flip because I was in the middle of building an arrow cart, and had to run back for supplies, or spend an entire gold piece multiple times just to burn the supply to prevent it from falling into enemy hands. Do you guys plan to reward sentrying at all?
4. When is the next WvW Tournament?
1. We’ve seen many good tweaks in the layout of this map, but how will this new map address the coverage issue?
2. Can you tell us the specifics about the changes to PPT if any?
3. Will this map be playable during the upcoming beta?
4. Off topic: I have played Gw2 daily since pre-release, how come I didn’t get a beta invitation? </3
1. Towers were described as blocking important paths between areas. Does that mean they’re blocking the only path into an area, or are they blocking the shortest path to an area?
2. EotM was, way back when, described as a sort of testing area for new mechanics for WvW. How did it influence the design of this Borderland, and are we going to see any of its mechanics in mainstream WvW (e.g. Sentry Turrets)?
Will the people who cried for 3 years for a new map, then are crying because you are giving them a new map ever be quiet?
In all seriousness: Will PPK come back? It was the best thing.
Jade Quarry
Onslaught [OnS]
Will you bring PPK back for the expansion with the new Borderland?
What will be the point system with adding shrines? will they be worth as much as camps?
Will population on the map be increased with the new borderland?
When will the next WvW tournament be?
In case of imbalanced population, where bigger server is camping the dinosaurs once every 3 hours, will the event happen more frequently?
Are there any other comeback mechanics?
Is new map designed to prevent melee fights (or at least minimize them, similar to stability changes on current map)
Thanks
So what is the new scoring system that doesn’t favor population?
Commander Twerknificient
Joey Bladow
1. How does the WvW team balance defender’s advantage, in the sense that defender’s have an elevation advantage as well as locations where siege can be placed within structures but are not counterable due to line of sight. While it’s generally understood that you shouldn’t make it easy to assault something, there comes a particular point where the time and money investment to try to take down an objective is not worth the benefit. (T3 garrison, fully sieged, waypointed, that when capped will just be upgraded again 3 hours later unless constant pressure is applied throughout the week)
2. As EotM was an inspiration for the new maps, and as devs have said that they decided to keep the things they liked about the map, I’m curious as to what were the mechanics and map layout that the devs decided should be ported over, and what should be dropped?
3. What do the devs think of the relationship between guild groups who focus on fighting and guild groups who focus on focussing on PPT and capping/holding structures? There seems to be some enmity between these two groups of players that sort of divides players of a game mode that is reliant on cooperation. What are possible solutions?
4. How does Anet view the different “flavours” of different servers? For example some servers have incredibly high WvW populations, but low PvE or PvP populations and therefore appear as very high and can continuously receive transfers, while some servers have high PvE and PvP populations and appear as Full, but the WvW population suffers for it as they can’t compete in coverage.
5. Are there any plans to change the ranking system that determines matchups? NA T1 servers have sort of locked themselves in the T1 position due to the fact that there is no longer any glicko to gain from eachother, and the next closest server (FA) is barely able to gain more glicko over the other two servers in T2.
(edited by Jinn.7948)
If the Alpine Borderland map is going away, doesn’t this mean the Borderland Bloodlust buff is also going away? Will we see anything like Points-Per-Kill or Points-Per-Stomp part of the core WvW gameplay instead? Or is it simply gone?
Here are my Questions:
1)
Where is the Water Keep and Shrine?
- Why are there only Fire, Earth and Air Shrines/Keeps???
- Wouldn’t it make sense to incorporate around the Oasis a Water Shrine and Keep as this is the only logical place for Water in a Desert that could be taken as a fitting Aspect of Water in a Desert.
2)
Will HoT and the new Map bring any changes and improvements to general WvW Achievements?
- Will the new Borderland Map introduce also new Borderland Achievements, like EotM introduced its own new seperate Achievements???
3)
What kind of Improvements will we see in WvW around WvW Traits?
- Will we see new ones like an obvious Shield Generator Mastery
- Will WvW after HoT even have still WvW Traits, or do they get completely revamped and merged into the new Mastery System for WvW?
- Will PvE Masteries be also useful for WvW, like gliding from a very high position down to a place in the Borderland Maps?? And if yes, can enemies shoot you down if they can hit you too much, like hits costing you Glider Energy??
4)
What kind of maybe new “Roles” will we see in this new Map for Classes?
- Can we see please someday somethign like class specific Roles for WvW, like Thieves being able to steal/sabotage Enemy Siege Weapons or to infiltrate themself unseen into Enemy Towers/Keeps to espionage the enemy, or Rangers using their Pets to scout for them, like sendign out their Falcons to overview for them a large areal and seeing at that moment, what their Pets see or Elementalists with their mighty powers becoming extraordinary useful at destroying walls/gates or Necromancers becoming able to create Bone Bridges like Marjory to create new ways for your side to move to some places faster, than to take some long detours otherwise
Class specific Roles is what WvW needs to make WvW alot more interesting.
Will we maybe see anything of this or anythign similar withing the new Map or general WvW Improvements, that will come with HoT?
5)
What are the Reward Systems of the new Map?
- Will the new Borderland still reward brainless zerging better, than to actually defend something successfully, or will it become finally equally rewarding to give players actually a good reason to want to defend something, instead of lettign the Map become a Karma Train Fest like EotM?
- What are the kind of improvements for defensive play in the new map, like Tower/Keep/Camp Upgrades?? Are there also Shrine Upgrades that help to defend them easier for the side that holds them, so that not every single Roamer can steal the Shrines just in a matter of a few minutes…
6)
How dangerous are exactly the Dinosaurs in the Map?
I mean common, we are talking here about DINOSAURS, creatures of the size of multiple houses, that are easily able to eat anythign of the size of a human or smaller alive with one bite.
It would be freaking ridiculous, if they would end up as such silly laughable threats, that you can easily kill them in minutes, when you should really in fact better run away from them instead of hunting them like some cheap stuff for something they have eaten as easily like they can eat you same as easily…
They should be some kind of super predators like they used to be in real life millions of years ago, so that there is some kind of dangerous threat in the map besides of other players, that you always have to look out for not to run into them in the map when you are in the near of the oasis…
1. Will the new map solve the lag issues we are experiencing for the last 3 years?
2. Will the new map solve the population imbalance ?
3. What is Anet planning to do with the new map so it won’t become EotM 2.0?
Cilag – Gaurdian
[RAIN] Wolfs Rain
people asked in the past for wvw skill > numbers .
1. is there any thought to make kill or downed ( because many alt+f4 to avoid kill or the finish ) really matters in the matchup score ?
also , the wvw after the 2 first days in weekend is dropping its population because one of the three servers is in front in score .
2. is there any thought to increase the timer tick to make score differences debatable more days and not just 2 of the 7 as it is now ?
3. new map will just replace the home borderlands map or the 3 home maps will combined to a new one with new design ?
(edited by Reborn.2934)
You want to increase the hype, then start talking about specs and class changes. A new map is good and all but man we really need more info on class changes and specs given the potential to noticeably change the game.
Forum bug
(edited by Johje Holan.4607)