Suggestion: DesertBL mobility optimization

Suggestion: DesertBL mobility optimization

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Posted by: neven.3785

neven.3785

Unlike many on maguuma, ever since the desert borderlands was revamped, i enjoy the map. The biggest drawback is the lack of people and i’ve heard over and over again its because of how slow it is to move across the map. So fixing mobility on the map should become a priority. Besides this i noticed that its mostly people being fickle and refusing to play on anything except eternal battlegrounds (major issue on maguuma).

Whenever i play on the desert BL, whether its with a group or roaming, there is a big issue reacting to enemy forces, by the time you traverse the terrain, you often miss them, or the objectives are nearly capped. Personally i think the solution is to try to reduce travel time slightly to be more in line with the alpine maps. A skritt tunnel system like in silver wastes seems like an eloquant solution that ties well into the map biome.

In the north we can have a skritt tunnel from red spawn to inside each of the northern towers. if the towers are contested or enemy controlled the tunnels are blocked. this will speed up access to the keeps to be more in line with Alpine maps but still let the enemy have a chance to counter this access. Placing the skritt tunnels much further waters down the need to waypoint ramparts so this is why i think they should be in the tower.

In the south the tunnel from each blue and green spawn leads to the oasis just under each of their corresponding spawn tower, these tunnels aren’t blocked by enemy control or contests since it puts them out of position to defend said objectives easily. Sentries will be needed near a couple oasis exits to help alleviate sneak attacks on ramparts.

This change also brings a lot more action to the rather dead oasis which is awesome for fights and small scale roaming. Another nice thing is the ability to fine tune where exactly the tunnel entrance/exits are to help balance the response time.

This next part is a bit off tangent but still ties into skritt tunnels. desert bl lacks bloodlust, but we can try a new format. every first half hour of a skirmish, a blood lust event starts. for the duration of this event a tunnel unlocks from red spawn to the oasis (rock outcrop just below the south gate) to give them a fair chance to compete if way point is contested.

Rather then go by holding 3 points for a set amount of time, tie it to ppk within the oasis. 4 nodes, one near each skritt tunnel exit and the fourth in the middle. If you kill an enemy in the oasis it’s worth an event point for each node your team holds at the time. highest score at the end of the event holds red bl blood lust for the duration of the skirmish.

here is a picture that shows what i’ve proposed

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Suggestion: DesertBL mobility optimization

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Posted by: Digikid.7230

Digikid.7230

I like this suggestion, although I was thinking about more mobility options for the defenders only- Currently the defending side has a massive disadavantage on Desert BL due to the time it takes to get to an objective to defend + All the exploits and uncounterable siege

Some guy on a bunch of servers, mostly Mag
Former top 50 spvp engi main.

Suggestion: DesertBL mobility optimization

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Posted by: Cerby.1069

Cerby.1069

Give desert bl to the winning team…..not the 3rd place team. Problems solved. Honestly I think the problem with desert isn’t the map designers or the map itself, its the game designers.

What does desert mean for your bl:
-No bloodlust which means doing less damage and less ppk than the other 2 bl.
-Long walking distances, making defending paper objectives neigh impossible. This means putting LOTS of resources into scouts and guild upgrades (lots of guild upgrades are gonna be spent if you are sincere about defending desert…). Its gonna be tiring work for your people, its gonna mean alot less players for fights, and gonna cost everyone alot of gold…..its also gonna make ur main zerg do alot of walking and porting and running around.

Who exactly is the right borderland for this task? THE WINNING ONE OBVIOUSLY! They generally have teh most people, are the most blobbiest, have the most uptime and ppt/ppk……defies all common logic why they get an iron throne. 2nd place has to fight to become 1st and fight to fend off third place, they are surrounded on both sides! 3rdplace is the kitten grounds for all ktraining generally.andwhats the best place to ktrain with ur zerg? definitely not not desert.

I mean if you are scrapping the glicko and remaking wvsw and you want the 3 map system as it is…..give desert to the borderland/team with the most players on it! Thats a win-win for all sides if you can spread their blobs out more.

I kill you in one gunflame, or I kill you in two.
The Tiny Yuno Sniper of Ebay [EBAY]

(edited by Cerby.1069)

Suggestion: DesertBL mobility optimization

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Posted by: ThomasC.1056

ThomasC.1056

I totally agree with the skritt tunnel suggestion, and I will do it every time it pops again.

I’d go farther : keep your options, and add a tunnel network between all 4 towers (have the tunnel make a square. No diagonals). That’d improve greatly mobility, and give a strong incentive to hold towers.

Suggestion: DesertBL mobility optimization

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Posted by: Waffle.3748

Waffle.3748

I like the tunnel suggestion, sounds cool. It’d give you a good reason to take towers rather than skip towards keeps.

I’m not sure about keeping the bloodlust locked for the majority of the skirmish, though. Feels like you could just put a zerg in there and roll over the other team to secure bloodlust. I like the idea of fighting over the bloodlust points but I’d open it up to twice a skirmish if you’re going to tie it into the oasis event.

Suggestion: DesertBL mobility optimization

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Posted by: niraya.3487

niraya.3487

Agree with the skritt tunnels, think that would be cool! Also think you would need to have the blood lust opened up at least once more during the skirmish. Really hope Anet is at least reading this… Judging from the other thread made about getting rid desert, something needs to be done. I don’t think getting rid of it in the solution.
Would not want to see the secret quaggan area go away!

Suggestion: DesertBL mobility optimization

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Posted by: neven.3785

neven.3785

I totally agree with the skritt tunnel suggestion, and I will do it every time it pops again.

I’d go farther : keep your options, and add a tunnel network between all 4 towers (have the tunnel make a square. No diagonals). That’d improve greatly mobility, and give a strong incentive to hold towers.

I like this idea, if it were to happen, then the tunnels under the southern towers to the oasis could actually end in the towers themselves and follow the same rule as the northern tower tunnels (one way and closed when contested). Also will allow for the oasis event skritt tunnel from red spawn to be not needed anymore since no one has a quick route to oasis. Really allows for some nice sneak attacks if the roamers dont do their job contesting towers.

Also makes sense to make blood lust more often, i’ll concede that point

Suggestion: DesertBL mobility optimization

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Posted by: Nuzt.7894

Nuzt.7894

It’s not just the time spent moving around the map, it’s the ups and downs and ravines and cliffs, it’s annoying more than anything else. If I want to climb cliffs, cross rope bridges, fight mobs on cliff faces, have uneeded obstacles shooting up in front of me, and get rerouted every 10 seconds I’d play PvE, I expect that in PvE. In WvW I want to find and fight other people, not avoid them or be able to catch up to them or reach them, the map is great for PvE but its crap for WvW.

Suggestion: DesertBL mobility optimization

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Posted by: Crapgame.6519

Crapgame.6519

If that was the case throw everyone into Obsidian Sanctum and have at it.

The map was supposed to create new objectives and provide advantages based on engagement locations. Right or wrong, those cliff faces, bridges, and anything else that re-routes you was to be just that. An obstacle to provide an advantage to other force.

Probably failed. Maybe should have been left in EoTM. But then again, that wasn’t supposed to be a K-Train and more of a development platform for WvW.

I probably would have swapped it out with EBG personally and leave the original BL’s as they are. Then in order to enter the new map force people to start in BL navigating to portal for main map. Something along those lines so supply chains are moving, allows control, denial of access, etc.

Right now we just port into anything that is open, no queue, or interest.

Main – Laaz Rocket – Guardian (Ehmry Bay)
Johnny Johnny – Ranger (Ehmry Bay)
Hárvey Wallbanger – Alt Warrior (Ehmry Bay)