Something missing between SPvP and WvW
Going to give it my best to make this post without any references to any other games, but here goes nothing:
There’s a scratch I’ve yet to itch in this game and that scratch is between my SPvP thigh and my WvW shoulder; I want killing people not to be the time difference of points, I want them to be teleported back to oblivion, yet, on the same token, I want my individual/small group contribution to be game deciding.
I’ve talked to some of the best commanders on my server and they admit that even in WvW, you need the contribution of 20-30+ highly organized people for there to be any kind of marginal difference.
I realize that roamers can make all of the difference in the world, but real life time constraints just means they’re just another cog in the machine and the fruition of their efforts just doesn’t stand out like it ought to.
Roaming is really all I can stand to do in WvW, but it feels somewhat disheartening when you’ve taken out small groups by yourself, “liberated” the camps for your glorious nation, only to have realized that you’ve cheated yourself out of a ton of badges and loot you would have gotten in the big zerg fights.
I would never want to deprive anybody of the WvW experience in all of it’s laggy glory, but offer people like myself something reminiscent of the maps played where things follow a termination condition, just like they do in SPvP:
The gap between the SPvP and WvW is huge, as different as they might be and I don’t want to suggest different modes in either, but a smaller instanced map with termination conditions that puts more emphasis on winning (like SPvP) and less on farming (like in WvW).
They built sPvp to be kitten making E-sport which it failed completely.
They built wvw for casuals to run around and get pve and “pvp” in at the same time. Trying to cater to the 90% who want casual-land b/c they lose in other games.
Agreed.
I often find myself playing at times when all there is to do is solo/small group roam, flip camps, slap a few yaks, etc. I can tolerate ZvZ in moderation, but I don’t get to do it often. For those of us that either can’t participate (due to not being online when the action is happening) in the ZvZ loot fest, or can’t stand alternately pressing 1 and their loot hotkey it would be nice for there to be a middle ground.
I don’t know exactly how that gap would be filled/bridged, but it’s something I wouldn’t mind exploring. I know there has been talk of changes to WvW maps, and maybe a change like this will be part of that or another content roll-out.
…but it feels somewhat disheartening when you’ve taken out small groups by yourself, “liberated” the camps for your glorious nation, only to have realized that you’ve cheated yourself out of a ton of badges and loot you would have gotten in the big zerg fights.
^^^Basically This
For now, it sounds like the best thing you can do is join the GvG community. Check out Gw2GvG.com and find a guild you’d like to apply for and go for it!
The main idea of GvG is that two teams fight to the death in groups of 15 or 20 utilizing spvp, wvw, and other tactics to out-maneuver their opponents and combine their skills on a larger scale than spvp to crush the enemy.
#MaggSwag
For now, it sounds like the best thing you can do is join the GvG community. Check out Gw2GvG.com and find a guild you’d like to apply for and go for it!
The main idea of GvG is that two teams fight to the death in groups of 15 or 20 utilizing spvp, wvw, and other tactics to out-maneuver their opponents and combine their skills on a larger scale than spvp to crush the enemy.
Thanks. I had no idea that site even existed…. sort of like how I felt when I found out about gw2lfg.com
No problem! Hope to see you out there sometime!
#MaggSwag
We need some type of gvg map that maybe gives ppt to the server that the winning guild is from. They would need a way to make sure that it isnt exploitable. They COULD just make it a new mode outside of wvw, but then nobody would bother with spvp/ boring conquest mode. So it would have to be tied into ppt somehow. It could be a battle that guilds can que up for, pugs too but make a way for guilds to be together. Also need a way to face specific guilds. I feel like this would be too fun though and take away from the already low low low spvp population
What piffdaddy says is not only feasible, it has been done before. Warhammer Online had Scenarios, basically 10 and 15 man objective based etc. Winning those influenced the war effort by a great deal.. setting a good premade in the zone to queu for the local bg was key to burst a zone conquest meter. It worked out pretty well, and made small premades feel significant in the war effort.
Problem in this game is that for some reason they decided to split the pvp community, with a thick, iron wall of game UI and instanced worlds. The pvp community in games has always been volatile, with lots of already existing polarizations (noobs/pros, zergers/roamers, you name it) but fueling that with hardmode segregation was a mistake. You basically castrated the community by dividing it.
Now you got true pvpers on both sides of the fence, arguing since the start about which side is more worthy/fun/skilled/competitive… pvper civil war. Ideally it should be an ecosystem where the premades and top guilds pick the seeds in roamers and freelances, and the zerg rolls and does its thing in the overall war… always fearful of the mass combat pros. Then the duelists gather at offpeak to do their thing and happy ending. All in the “realm war”.. under one roof. WHO did that well.. too bad it did a kittenload of other things wrong. I loved that game tho :_)
https://www.youtube.com/user/KAZOgre
The game is very arcade-like and really lacks depth for players to derive any fun from.
I used to play Minecraft a lot and it made me dream of a WvW game where we could build things and actually fight over meaning resources like gold, wood, stone and food rather than an arbitrary resource called supply.
I dream of servers working together to secure resources, create transport routes to get materials to locations to build massive and sophisticated castles.
I agree OP, and Anet already knows how to make what you want. They created back in GW1. It was called Fort Aspenwood. 16 players per game, attacking and defending, both PvE and PvP characters could participate, siege weapons, etc. I spent the vast majority of my time playing on that map, and it never got old.
The same mechanics used in FA won’t work in GW2 (no monks), but I think a map inspired by Fort Aspenwood would be very popular.
The game is very arcade-like and really lacks depth for players to derive any fun from.
I used to play Minecraft a lot and it made me dream of a WvW game where we could build things and actually fight over meaning resources like gold, wood, stone and food rather than an arbitrary resource called supply.
I dream of servers working together to secure resources, create transport routes to get materials to locations to build massive and sophisticated castles.
Camelot Unchained will be that game I think.
I agree OP, and Anet already knows how to make what you want. They created back in GW1. It was called Fort Aspenwood. 16 players per game, attacking and defending, both PvE and PvP characters could participate, siege weapons, etc. I spent the vast majority of my time playing on that map, and it never got old.
I weep for how arenanet has changed.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
(edited by morrolan.9608)
I have stopped keeps from being upgraded for hours before and had a ton of fun while doing it. I don’t roam really I choose a sentry point and hold it cutting off supply and killing any players that attempt to pass. I can get more points from pure yaking, but don’t get as many 1v1 and 1v2s. I do however know my exact contribution every time I report inc or keep a keep t1 untill my faction caps it.
Masters in Geek Mythology
YOU ARE NOT THE INVENTOR OF WORDS!!! lol
The game is very arcade-like and really lacks depth for players to derive any fun from.
I used to play Minecraft a lot and it made me dream of a WvW game where we could build things and actually fight over meaning resources like gold, wood, stone and food rather than an arbitrary resource called supply.
I dream of servers working together to secure resources, create transport routes to get materials to locations to build massive and sophisticated castles.
Camelot Unchained.
I agree OP, and Anet already knows how to make what you want. They created back in GW1. It was called Fort Aspenwood. 16 players per game, attacking and defending, both PvE and PvP characters could participate, siege weapons, etc. I spent the vast majority of my time playing on that map, and it never got old.
The same mechanics used in FA won’t work in GW2 (no monks), but I think a map inspired by Fort Aspenwood would be very popular.
Oh god I almost forget taht PvP mode, yeah I used to play this a lot too. Actually it’s a really great idea. If Anet whould do something like that for example a 20v20
match in alittle fortress around a field where blues objective to conquer the fort and red’s objective to defend it, that whould be great.
“Something missing between SPvP and WvW”
You actually have a group UI that works and a way to organize private forces in Spvp? I’d love to see that in WvW…..
You’re talking about “GvG.”
Cuddle up with yer favorite binkies, boys n girls, yall been mighty fine n courteous, so granpa pie will treat ye to a bedtime tale sure to close ur eyes and dim yer hearts:
Back in the days of yore there was a place in the mountains, awfully snowy with wolves and goats a sorts.
There were three types of denizens on these grounds: gladiators, tacticians and goblins.
The gladiators wanted to prove the length of their short sword. The tacticians wanted to show their prowess of smarts and the goblins just wanted to be goblins and amass on their foes.
At first, there was no reason for any of these to try and conquer the opposing lands; they just fought it out forever, reaping the rewards of mindless slaughter. The goblins were very happy, but the tacticians and gladiators had abandoned the scene entirely.
Then.. the great reckoning came. Winning started mattering and then both tactician and gladiator came into play as their feats had great meaning.
The goblins did not despair, for the battles were large enough in scope to necessitate their “skills”. All were happy, the end.