ORIGINAL IDEA HAS BEEN UPDATED
You can simply read the new iteration, everything should be explained
Hello everyone!
I tuned in to watch the new Desert Borderlands on Ready Up today, and overall I really like the design, it’s a beautiful environment. I don’t feel I can really comment on how it plays out, before I see and play it myself.
However, one thing I noticed was that every keep and tower only had one capture point.
It’s a thing that has been bothering me a lot about the Alpine Borderlands (and Eternal Battlegrounds), the fact that there are not multiple capture points in the large keeps.
Right now, a whole zerg of 30-80 people stand in the same small circle when capturing a keep or tower. To defend the tower, the defending zerg has to run into that same small circle to battle it out in an unfortunately laggy anti-climactic fight.
Some of the better large scale fights I’ve had in WvW, has been where the keep walls were down for a very long time, while dominance constantly shifted. This mostly happens when it’s a three-way fight, and the extremely large groups somehow gets split up. Bringing in multiple capture-points, that has to be capped simultaneously would force the zerg to split up, and therefore create a better opportunity for defending and having that intense fight for control.
Iteration 2.0 to address certain flaws: (Update)
OP’s suggestion makes defending too easy- just have all your forces stand on one point, whilst the attackers have to split to cap. then if they all come for you, send a recap team to take one of the other spots.
A legitimate problem to my suggestion was brought to light by Baldrick and others. So I discussed this with a friend and we came up with an interesting idea, that we hope would bring the dynamic fights of this vision to a reality.
For the sake of keeping this simple, let’s use Stonemist Castle as an example throughout the explanation:
Instead of the single capture point we have now, there would be three in total. Two additional points, one on the second floor and another at the top floor.
This has not changed, but to prevent the defending zerg from simply guarding one of the points imagine if you simply needed to control a majority of the points.
The new capture system would work like this:
The three capture points start in a neutral state, and function much like one node split into three. This means, that all progress in one node adds to the overall progress.
If there are no defenders, the attackers can still capture the keep standing in only one node. This is legit as long as the two other points are still in the neutral state. To capture you simply need to stand in the node without any defenders, it will add to the overall capture-score, like it is now. You do not need to capture it before it starts progressing. If a defender stands in one of the other nodes, the battle for progress will be a tie. A contested point with an ongoing fight functions like a neutral point.
Exemplary situation:
1 – Attackers, 1 – Defenders, 1 – Neutral.
The attackers now have three options, they can:
- Capture the neutral point, which will give the attackers two points and the defenders one. This adds capping-progress for the attackers.
- Kill off the defenders, capture that point and keep the last neutral.
- Kill off the defenders and cap all three points.
The more points you have in your favor, will add to the capping speed. You gain +1 to your capping speed for each node you control. So controlling all three nodes will grant a rate of +3, controlling two nodes will grant +2 etc.
This also applies for defending, however just as it functions now, you simply just decrease/remove the capping progress from the attackers.
This will ensure that defenders can’t just guard one of the points anymore. If they do, the attackers can send small squads to capture the remaining neutral points. This would then force the defending zerg to split up. I imagine this would create very dynamic and intense fights, with a lot of possibilites for smaller groups to have an impact on the fight. Should there be no defenders, the progress would be exactly like it is now.
Now is the time for such feedback, if we hope to see it implemented or at least brought it to the test with HoT and the new Desert Borderland. I could even be implented for a limited testing period, just like removing the white swords from objectives.
What are your thoughts? Would it be good, or do you like how it is now?
Most importantly: Why?
Secret question for Anet:
Have you tried this internally? Seems a bit too obvious a thing not to have been tested.
If yes, why didn’t it work out? What problems did you face?
- Kris
Zaphiel Faires – DPS Guardian
(edited by KrisHQ.4719)