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Posted by: Posibabis.5932

Posibabis.5932

I was thinking of an idea of a less crowded WvW maps where you can roam and encounter random fights with a group or maybe you can solo/duo. The current setting of WvW is huge maps with lots of people where either you end up killed by the zerg or “forced” somehow to play along with your zerg. There is not much for you if you want to play small skirmishes. I am not that experienced in WvW so correct me if I am wrong.

I love the game overall but I was seeking a more free roaming type of PvP and not that “zerg or die” type i saw. I really like the WAR mechanic where you could enjoy both keep massive fights and small skirmishes among with soloing. I think that those type of fights are more memorable.

Also I would have like to know who am I fighting and feel a part of a “community” that shares respect and hate between them if you know what I mean.

sPvP as fun as is restricts you in an arena to fight for a restricted time with different players every time.

Am I the only one that thinks that way or GW isn’t just the game to do that?

Thanks

Faystorm – 80 Thief
Underworld

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Posted by: tarnin.1690

tarnin.1690

actually the maps are tine. They need to be 3 to 4 times as large as they are with the same number of objectives. As it is now trying to roam with a 5 man is painful trying to avoid the zerg.

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Posted by: Gadzooks.4687

Gadzooks.4687

actually the maps are tine. They need to be 3 to 4 times as large as they are with the same number of objectives. As it is now trying to roam with a 5 man is painful trying to avoid the zerg.

This

WvW maps need to be larger, with the objectives further spaced out. Its zerg pinball right now, bouncing from one to the next, easily and quickly.

The game engine really isnt designed to handle large zerg either. I dont mean peoples performance on their own computers. Im talking about how the engine itself intentionally doesnt render all players on the screen on purpose. Im talking about how the game mechanics arent balanced around a keeps being taken or defended by 150 people. They dont scale, so the “Zerg” eventually far surpasses the gameplay challenge.

There need to be limits of some kind.

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Posted by: DrXer.2918

DrXer.2918

Stay off the main paths and I’ve found the zerg pretty easy to avoid. My guild is small and we like to do our own thing to assist in the larger effort.

Xryl Xyn, Tsarcasm, SoR

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Posted by: Posibabis.5932

Posibabis.5932

Stay off the main paths and I’ve found the zerg pretty easy to avoid. My guild is small and we like to do our own thing to assist in the larger effort.

Couldn’t find many fights off the main paths to be honest

Faystorm – 80 Thief
Underworld

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Posted by: Fredgaard.9352

Fredgaard.9352

One way to avoid the mass zerg where everyone follows eachother, is to make grouping useful. Theres no reason for soloers to groupup in a party.

Having all the soloers in 5man groups, would make them alot more likely to hit smaller objects and spread out, and merging with others for bigger tasks, say a keep or stonemist.

I miss the roaming in Daoc in other words.

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Posted by: DaysOfNIght.5928

DaysOfNIght.5928

actually the maps are tine. They need to be 3 to 4 times as large as they are with the same number of objectives. As it is now trying to roam with a 5 man is painful trying to avoid the zerg.

This

WvW maps need to be larger, with the objectives further spaced out. Its zerg pinball right now, bouncing from one to the next, easily and quickly.

The game engine really isnt designed to handle large zerg either. I dont mean peoples performance on their own computers. Im talking about how the engine itself intentionally doesnt render all players on the screen on purpose. Im talking about how the game mechanics arent balanced around a keeps being taken or defended by 150 people. They dont scale, so the “Zerg” eventually far surpasses the gameplay challenge.

There need to be limits of some kind.

I agree with all this, the whole mechanic of trebs on a keep/tower wall being able to hit another keep/towers walls seems pretty broken

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Posted by: DrXer.2918

DrXer.2918

If you link up with a small group and start raiding supply, intercepting enemy reinforcements, etc, the bad guys will find you. Keep moving.

Xryl Xyn, Tsarcasm, SoR

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Posted by: EasymodeX.4062

EasymodeX.4062

^

This. You don’t find small fights by looking for other people who are looking for small fights.

You find them by raiding yaks and supply camps quickly until the enemy slowly catches up with 2, 4, 8, 10 players.

You’ll probably wipe eventually, but the point is to see how much rickroll you can execute before you go down.

If you can’t read English, please do not reply to my post.

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Posted by: whiran.1473

whiran.1473

On our server (tarnished coast) we usually have a couple small bands striking out behind enemy lines.

We have noticed that CD have even -more- small teams that do this. Their teams, at the start of the match, were better at it than our teams. I like to pretend that we’ve caught up in effectiveness / ability. I know we have beat a few of their small teams (by small, I’m talking under 10 on each side) a few times of late. Course, that also means we’ve been beaten as well.

To the OP: What you are basically describing is SPVP. Small teams, small maps, no ‘zerg’ as such.

If you tried the same thing in WvW people would just band together and zerg up anyway. That’s what we do. We’re social creatures and if we see a group of five people then it’ll become six. That six becomes ten in short order. That ten becomes twenty…

When playing in a small team it can be tough to shed extra players who begin to tag along.

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Posted by: Niim.9260

Niim.9260

The game could use some zerg-busting skills. I find the downed system gives too great advantage to the zerg. Plenty of fights we have slaughtered 3x our number, yet eventually they just res-zerg to victory.

I would like to see the revived penalty greater in PvP, come back with less HP when you are revived, and the amount you get healed while your downed to be reduced.

Otherwise I do not have that many issues with the current map, its big enough that you can shake off a zerg if you need to, doesn’t take forever to get around, or spend 20 mins looking for someone to fight.

~ AoN ~

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Posted by: aarias.4016

aarias.4016

I agree with Niim. As it is right now, it is common to have an enemy force all (or mostly all) downed, only to have them rally due to a nearby NPC mob dying, or having the majority self-heal and rez others while we try to ‘stomp’ whoever we can chase down. Every class (other than an Ele) can cause significant delays in the stomping process due to stealth, teleport, fear, knock down, knock back, etc. As of right now, anything more than 1:1 ratio means the side with larger numbers is at a very significant advantage, regardless of skill level.

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Posted by: tarnin.1690

tarnin.1690

“This. You don’t find small fights by looking for other people who are looking for small fights.
You find them by raiding yaks and supply camps quickly until the enemy slowly catches up with 2, 4, 8, 10 players.
You’ll probably wipe eventually, but the point is to see how much rickroll you can execute before you go down”

The problem here is that when you nail a camp a zerg usually shows up to reclaim it, not a few stragglers or a small group. So you can either pve all night and avoid the zerg or hit a few camps and get mugged looking for people coming to check it out. It’s pretty rare to find another small group at all. The only times we find that are near zone in area’s and then its just this constant wave of people coming back from being dead.

And forget about trying to cut “supply lines” because the keeps are literally
within a stones throw of each other.

I liken the current borderlands and even EB to running in circles in your living room trying not to smash into the tv or chairs.