Long time DAOC player here. No doubt many of you know that WvsW shares alot of core design tenants with RvR. While WvsW does some things better and some things worse (as you would expect), I definitely see some things both short term and long term that need addressing if WvsW is to achieve its status as the best large scale pvp in the MMO space.
Short Term:
Map Size/Movement: The WvsW maps are huge. Personally I think thats a very good thing. And if I’m going to draw comparisons to DAOC, then it needs to be mentioned that DAOC also had huge maps. However the biggest I am seeing is that because of the difficulty in making waypoints at keeps, map movement is extremely difficult. This is also leading to a over reliance on zerging because players can’t easily get to places where they need to defend or attack, so they just follow the zerg around. It needs to be easier for players to move from keep to keep. And its especially important for a guild to be able to easily defend THEIR keep. So if you have claimed a keep there should be a way to quickly access it.
Lack of communication and focus: This is because of a couple issues. Foremost that you have no way of knowing when your guild claimed keep is under attack. In DAOC not only did you see when your guild keep was under attack, you saw how many players were attacking it. And you also saw if any keep from any guild in your alliance was under attack. Alliances are something I would love to see in this game. Allowing guilds to ally together just makes tons of sense. And letting guilds see guard spam (if they want to) just sounds like the logical thing to do. I could have sworn I remembered Arenanet talking in the betas about doing this, but I’ve seen nothing since. Maybe its still planned? I don’t know. But if it isn’t it should be.
Costs to players: This is a bit of a barrier to entry and honestly its a bit puzzling. Seige costs need to be looked at. Most are to high (though some are fine). To go along with this items are damaged at the same rate as in PVE and honestly thats just silly. It can easily keep a low level player out of WvsW. I’d suggest that kills resulting from pvp do 50 to 25% less durability damage than a PVE kill. Why punish players who want to get in on the action?
Long Term:
Incentive: Alot of people have said that WvsW has low incentives and that it will hurt its longevity down the road. While I dunno that I agree, I think anyone who has played DAOC would agree with me that some sort of PVP dungeon that is accessible to the controlling server would be a hugely successful addition. Who didn’t love Darkness Falls? Obviously this isn’t something I’d expect to see anytime soon, but I definitely think its something Arenanet should strongly consider.
Beyond these issues I’ve mentioned WvsW is about as good as it gets for large scale open world pvp. This doesn’t mean there isn’t room for improvement, but I’m fairly happy with things right now. My biggest source of frustration is the difficulty in staying with a guild or small group. Because of speed variances, and a lack of ways to move around the map more than anything else.
Keep up the good work!
(edited by Khellendros.2851)