The issue of map size in WvW
Shoot, I was thinking the maps were to small……
sPvP size is good for sPvP – the WvW maps should be large. You should feel like your in another world.
But i like your ideas, they are more closely tied to the mechanics the hall of heroes offered. Various levels and types of maps you progressed through , including a capture the flag, and 4 way battle, a king of the hill … and the normal deathmacth
Was about to ask for a discussion on this topic….
…
Basically, you’ve got the T1/T2 guys telling us T4-7 guys that our Closer matchups don’t matter b/c half the time, someone’s BL is always 1 solid color …. while their BL’s tend to usually be mixed colors with real defense buildups unless there’s a really uneven matchup. They get constant action and therefore get to claim that their group reaction time & composition matters more than ours does.
And we’re looking at them … going “Well that just means your wins are always decided by who has the fastest Computers/Fiber” … b/c really, there’s no room for actual Tactics when you don’t have to shift your resources around on the fly to cover all that negative space. They’re basically playing Big Game Hunters. They have an unlimited Crystal field and 10K vespene to fuel their Zergs.
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I think it’s a really important discussion and for once, I’d like to see Anet’s devs actually get involved in it b/c when they add Claustrophobic stuff like the the Bloodlust CONQUEST sPvP esport arena in the middle ….. I honestly have no idea what they’re thinking. Is it really adding more “choice” to the game??? Funneling people into the same confined space together might create more action…. But does it really create more replayability?
Maybe it does for Jade Quarry b/c they’re into that stuff. But it lost SBI everything… and they’re only now starting to bounce (wagon is more like it) back
(edited by ilr.9675)
The maps are to small, if they were bigger, the zergs would be inefficient. The same goes for the waypoint in keeps – it just benefits the zergs. The tradeoff for zerging should be the slow movement. imo you should only be able to port, if you are dead and there should be no waypoints in keeps.
Larger maps = broken up zergs
Defense points more spread out = zergs have to defend siege = broken up zergs
Forced Way pointing after stomp = broken up zergs
broken up zergs = more small man
Larger maps would fix a lot of the problems with wvw, and a few minor changes with mechanics. I was thinking adding ‘5 man aoe cap’ to the list to summon #devoncarver, but I don’t have any livestock to sacrifice to complete the summoning =*(
The maps are to small, if they were bigger, the zergs would be inefficient. The same goes for the way point in keeps – it just benefits the zergs. The trade-off for zerging should be the slow movement. imo you should only be able to port, if you are dead and there should be no way points in keeps.
And the maps should be larger, making more space for players to move whether 1, 5, or hell the guild group or zerg. But it would make zerg groups less likely to exist. You would likely have more people tucking away in keeps to play some defence too, because they don’t want to run back.
And roamers would love it. You could actually feel like roaming, hunting.
I think making the maps larger only compound the issue without addressing the problem, not to mention game resources (I think there is a reason why the game engine seems to allow a map so big). If you want roaming (I personally don’t care for roaming much), why not have a map that focuses on it? It doesn’t need to be larger than EB to aim for your goal. Perhaps that map could be a complete supply map (that is tied together to the supply that other maps get perhaps). Some number of camps, different paths for the yaks, and be relatively large in size compared to the number of people allowed on it. That way, it wouldn’t encourage zerging, and would allow the roamers to battle it out for roaming supremacy.
I personally like the idea of siege/defense maps. I really really hate how rarely it comes to pass in the game mode that I think should be ideal for it. I find no satisfaction in taking a keep that wasn’t defended, and I find no satisfaction in trying to be the lone person in a keep trying in vain to defend my keep from a zerg of 50. And it happens way too often in this game. I think if they designed some maps with specific focuses in mind that actually were made to be attacked from multiple spots, it could be quite satisfying as a team to slowly wear down a keep strategically against an actual defense, and vice versa, and I just think the chances of that happening are better on maps half the size they currently are.
I feel WvW borderland maps feel small because there is all that PvE in the NE and NW corners with a whole area that is just wasted for citadel. When you get to garrison and ruins, it feels cramped and small because the majority of the stuff is down in this area.