Siege Wars 2 (A Different Take on Things)

Siege Wars 2 (A Different Take on Things)

in WvW

Posted by: Tuluum.9638

Tuluum.9638

I have no doubt the reader already has their ideas about what this thread will be, however, I ask that you just keep an open mind with this!

I have been mulling over the direction that GW2 is taking in regards to WvW, and after constantly looking through the rank buffs and siege adjustments, I am no longer sure that this is a bad direction. I know what many are thinking, that I am nuts, but this has been the result of a lot of thinking on the matter.

Initially, I really didnt like the direction of having siege make such an impact. Though, I could never deny that historically, the use of siege-type weapons in open field battle gave one side a massive advantage. Obviously, this is not a “historical” game, but it was the basis for a lot of my thought processes, which is why I mentioned it.

I kind of imagine the open field zealots (not used with a negative connotation, mind you) much like the samurai. They appreciate the value of an even battle with no weapons other than the “basics.” This, however, was proven to be very, very ineffective against superior technology. Thats all I will really say as far as the historical reference, since I dont feel it applies beyond a concept.

Now, I have been looking through the buffs that we receive from spending WxP. These buffs almost turn your basic siege into weapons with some great variety/options, and deadly efficacy. I thought that original 80% buff to ACs was OP, but only because you could buff that damage even further by spending WxP points. This has since been dialed back a bit, and is a decision that I strongly agree with. After much consideration, I think that once more people really start to max out their siege modifiers, that we will start to see a different game taking form.

Instead of a game of checkers (strictly open field combat with the “basics”), we start to evolve into a game of chess. Where both open field combat tactics AND siege strategy will culiminate in a victory. I have to say, I am no longer against the direction the game is taking in this regard.

I have seen many open field combat tactics that I felt were well executed. Though, to be blunt, none that particularly have impressed me. We have your basic class synergies, flanks, portals, and the use of stealth from various sources. But.. that is pretty much it. Just like in checkers, there are quite a few different ways to implement these items, but in the end, it is a rather limited tool set.

Once we add in siege, it gives us more options. We still have all of the tactic opportunities as with strictly open-field samurai-type combat, but all of a sudden, we have pieces than can move and deal damage in much different ways. To those still strictly adhering to the open-field combat with no siege, it is much like one side playing a game of checkers while the other side plays a game of chess. It is no wonder that this is frustrating! On one hand, we have players that are simply trying to get to the other side while wiping out their opponents. On the other, we have players that are trying to protect their King (objectives like towers, supply camps, travel routes, etc) with all of the tools at their disposal.

It became blatantly obvious to me which one of these is more “fitting” to the theme and objectives of WvW. Do I completely agree with all of the decisions that are being made on Anets end? No. But, I am no longer as opposed to the direction siege is taking.

“Siege Wars 2” does seem fitting for the direction this game is headed. However, I am no longer convinced that this is a negative thing. While it restricts one type of play to literally adapt or die (much like the samurai), it also opens up a completely different world of possibilities. While this may be a double edged sword in some regards, it also enables to use of much more varied strategies and tactics.

Henosis [ONE]
06-04-13
NEVER FORGET

Siege Wars 2 (A Different Take on Things)

in WvW

Posted by: Tuluum.9638

Tuluum.9638

In the spirit of WvW, the game of chess seems significantly more fitting than the game of checkers. Though, I feel that neither is “better” than the other, they are different games. In that vein, I also feel that Anet may want to introduce more game modes that DO cater towards the “samurai” amongst us. Not some custom arena that needs to be rented, but large scale combat with different terms for victory. The platform of WvW is excellent in its way, but I also strongly feel that players should be given other options should they prefer the game of checkers to chess. A mode that is perhaps even equal in scale, just with no objectives or PPT. Basically, a TDM but on a very large scale. I do not feel S/TPvP fulfills this need. I think the easiest way would be to implement maps where there are structures, etc. that give a position advantage, but do not have a purpose beyond giving an advantage. I think it would even be a good idea to design a system where the players could design their own maps with structures, supply camps, player designed objectives, and more. All with the idea that players/users could then design their OWN experience that suits them best. While WvW seems to be going in a completely appropriate direction, giving players the ability to design their own game modes would reduce work load on developers and also uniquely fit more needs than Anet could ever hope to do.

TL;DR

I feel that after much thought, WvW is not only headed in the direction it should be, but that it is headed in a good direction when considering the context of the game mode. That said, I think it would be an excellent idea for Anet to implement a mode where large scale open field combat is the norm. Perhaps even allowing players the ability to design their own maps, with their own rules for victory (this could get really creative!). Much like “The Foundry” in other games, but with the added bonus of having a PvP focus. And hey, it could easily be used for PvE design as well. This would not only take work load off of Anet, but would allow players to design entire worlds and game modes specific to them that could be played by anyone who has bought the game. This would also allow players to meet their own expectations at the individual level to an extent that is near impossible for ANY game company to meet.

Henosis [ONE]
06-04-13
NEVER FORGET

Siege Wars 2 (A Different Take on Things)

in WvW

Posted by: Huygens.4075

Huygens.4075

The way siege works in this game is one of the things that differentiates it, and frankly makes it better, than the majority of similarly themed games that came before it.