Whoa Nelly! Get ready for the LONGEST post on this forum so far (3 posts long)
Theres a few things i recommend you do before reading this thread:
1) Come in with an open mind. If you can’t accept criticism, don’t bother reading.
2) Understand that this is by no means THE ANSWER. It is just discussion topics. Feel free to disagree, but offer reasons as to why the current system is better, or an alternative.
Theres nothing inherently wrong with the current system…except that it is not ‘RvR.’
If a.net was trying to create much larger WoW-battleground, then they succeeded, but in doing so, they lost most of the fundamental stand-out features that were in the original RvR system.
WvW necessities:
Competitive
Node based capture/defend system
Activities for large groups
Activities for small groups
Integration of GW2 Selling point: DE’s
Lets first talk about how the current implementation doesn’t live up to hype.
1) Competitive
The game should always be competitive. As it is now, there are huge blowouts. Some may argue that in time, servers will be matched up against others of their own caliber. Sure, this sounds great on paper, but in reality its a much different case. I have no facts to back this up (other than my amazing track record of calling out poorly implemented game design mechanics and always being right – See WAR, D3, SWTOR, CS:GO, just for a few examples), but blowouts will happen, and quite often.
This is due to how the game scores. I like that they are upping the time to 15 minutes per point, but still, this is a bit ridiculous due to how FAST you can capture, and recapture a keep.
The problem with blow outs is that it reduces player morale. Almost to the same degree as the current queue system. Getting locked in a keep just isn’t fun. There needs to be an alternate way to ‘come from behind.’ This currently doesn’t exist.
2) Node based capture/defend system
As alluded to above, keeps go back and forth way too easily. There is no achievement in taking a keep. Due to the massive amount of nodes, and limited amount of players, its difficult to keep defense up at all areas. This will get WORSE in time, not better. When coordination rolls out, finding the undefended keep and throwing down 3-4 siege rams instantly is going to throw the game out of sync.
Even if guilds happen to occupy keeps and have more ‘keep-pride’ they probably won’t be in the game due to queues to defend it.
3/4) Activities for Small / Large Groups
Well, we have a zerg currently, and it seems to work fairly well. Essentially, the more supply rolling around with your group, the more powerful you are.
This by itself is a bit of an overlook. To successfully build any kind of siege you need to have AT least ‘x’ amount of people carrying 10 supply.
5) Integration of GW2 Selling point: DE’s
And here is my biggest complaint. The horrible lack of DEs in WvW. Sure, you still see little orange circles, but they aren’t DEs…Escorting a dolyak has already been nerfed.
They need to up the ante here and really go all out making an experience no one has ever seen.
Gentlemen, we can rebuild this. We have the technology. A.net has the capability to do something revolutionary here, rather than give us some mutilated hybrid of WoW Battlegrounds and DAOC RvR.
(edited by frOst.2198)