Yay, another post about improving WvW, imo.
This is a list of things I would like to see in order to improve WvW significantly. Some things may already be known from my previous posts. My goal is to turn WvW in a more sandboxy environment and promote player-driven content instead of the controlled space we got. Additionally, I would like to see refined roles for WvW like scout, support, dominator etc and make it easier for everyone on a server to plan ahead and direct players.
Hud:
- Add symbols for enemy and allied groups on the map.
- Symbols have a different size and color according to the size of the group in an area and allegiance.
- You still see all your allies in close proximity, but now you also see all allied groups represented by symbols on the map.
- You also see all enemy groups on the map as long as they are in anyone’s FoV. For enemy groups there are less symbols to keep things uncertain.
- Enemy symbols popup a couple of seconds after detection to keep the element of surprise.
Smaller Tools:
- Add traps that either detect other traps, other players or deal damage to other players.
- Once a trap detects a player, it stays active for 2 seconds revealing all nearby players and marking them on the map.
- Right before a trap triggers, all players hear a distinctive sound warning them. If they retreat at the right time, no detection occurs.
- Since all players hear the sound, the enemy may already know you are coming, but doesn’t know of your actual strength.
- Add smaller deployable fortifications like sandbags that block player movement and projectiles until they are destroyed.
Bigger Tools:
- Add high armor, low damage vehicles to pvp.
- In turn reduce hitpoints on static fortifications.
- Add different kinds of vehicles that are good for different purposes: hold a position, charge, transport, anti-vehicle.
- This should encoure players to fight on the battlefield and make it possible to stall enemy movement without relying on pvdoor.
- Vehicles are limited by number, but may be rebuild at any time. Unlike stationary siege weapons, they need time to build, which means they are not instantly built once all supply is transferred.
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