Wish wvw was more like.
at the rate they have been releasing new maps for wvw, we can expect gw2 maps to be on par with daoc in about 40 years. almost there guys!
The dark age of Camelot frontier, and some of the same mechanics like relics, movable siege, better choke points.
Fall damage should be buffed 200% that way people can use the environment and choke points without people being able to bypass by leaping off cliffs.
take alook at the map.
then goto frontier maps
They are adding a agramon style island. Its just that how do make the travel seamless in gw2.
WVW needs a Darkness Falls. That is all.
They are adding a agramon style island. Its just that how do make the travel seamless in gw2.
1) we dont know what they are adding. Just that kraits will have some change.
2)soon, yes magical word we heard several months ago about many things.
short: we know that something will someday happen. We just dont know what and when.
cant wait for cu. once that one is out ill get real wvw.
[AVTR]
Isle of Kickaspenwood
cant wait for cu. once that one is out ill get real wvw.
Maybe. As much as I want the game to succeed I also view MJ’s involvement as a handicap.
WVW needs a Darkness Falls. That is all.
But why?
I personally would love to see WvW maps made for the zone they are from,
Yaks Bend for example is in the Northern Shiverpeaks, the map should be mountains/snow etc etc, the garrison should be extremely hard to cap/control, whereas camps further out should be easier to take unless protected etc,
Sorrows Furance, was in the Southern Shiverpeaks, yet was underground, a map for this should say have the garrison underground, again difficult to attack, yet supply camps outside on the surface as less difficult.
Crystal Desert, clue is in the name I guess, you see where im going with this,
Personally each world should be different, and the envading world should have to really battle hard for control, something like this would be game changing, and I personally wouldn’t care if it took them 2-3 years to achieve this, but its a time investment problem I guess, as im sure its been looked at.
I personally would love to see WvW maps made for the zone they are from,
Yaks Bend for example is in the Northern Shiverpeaks, the map should be mountains/snow etc etc, the garrison should be extremely hard to cap/control, whereas camps further out should be easier to take unless protected etc,
Sorrows Furance, was in the Southern Shiverpeaks, yet was underground, a map for this should say have the garrison underground, again difficult to attack, yet supply camps outside on the surface as less difficult.
Crystal Desert, clue is in the name I guess, you see where im going with this,
Personally each world should be different, and the envading world should have to really battle hard for control, something like this would be game changing, and I personally wouldn’t care if it took them 2-3 years to achieve this, but its a time investment problem I guess, as im sure its been looked at.
That is really awesome, but with 51 total servers, that would require more maps than we currently have in the game. Which wouldn’t be feasible in anything shorter than years, several in fact. I’m hoping we can at least start introducing some variety, maybe even different home maps, sometime relatively soon, but this version is essentially unworkable.
WVW needs a Darkness Falls. That is all.
But why?
One reason would be an orb-like objective that doesn’t include a balance-upsetting stat buff.
Also, a public dungeon might be a way to add features only present in PvE to WvW. Perhaps a better way to get Laurels or Ascended items in WvW? Or maybe precursors?
WVW needs a Darkness Falls. That is all.
But why?
because it would bring more people into WvW for the losing server, while the winning server will have people taken out of WvW to go into this DF area, therefore making WvW much more balanced
WVW needs a Darkness Falls. That is all.
But why?
For something to actually fight for? Other then some point tally that basically means nothing. Especially when one side totally dominates and by Monday the match is pretty much decided.
A reason to defend and hold points?
More of a reason to split apart and to take and hold multiple points?
It doesn’t have to be Darkness Falls exactly, but a “mechanic” needs to be introduced to the stale state of WvW. I’m not saying it isn’t fun it can be, but I think it could be a whole lot more than one blob fighting the other spamming 1.
I personally would love to see WvW maps made for the zone they are from,
Yaks Bend for example is in the Northern Shiverpeaks, the map should be mountains/snow etc etc, the garrison should be extremely hard to cap/control, whereas camps further out should be easier to take unless protected etc,
Sorrows Furance, was in the Southern Shiverpeaks, yet was underground, a map for this should say have the garrison underground, again difficult to attack, yet supply camps outside on the surface as less difficult.
Crystal Desert, clue is in the name I guess, you see where im going with this,
Personally each world should be different, and the envading world should have to really battle hard for control, something like this would be game changing, and I personally wouldn’t care if it took them 2-3 years to achieve this, but its a time investment problem I guess, as im sure its been looked at.
I love the idea, but making that balanced would take years. Also, it could be possible that some players would never see another servers map without server transfering, essentially making getting Exploration achievements almost impossible for new players.
WVW needs a Darkness Falls. That is all.
WvW needs UO pre-Ren, full looting of corpses!
(I know it will never happen, but it would be SO much fun.)
… again
WVW needs a Darkness Falls. That is all.
But why?
It doesn’t have to be Darkness Falls exactly, but a “mechanic” needs to be introduced to the stale state of WvW. I’m not saying it isn’t fun it can be, but I think it could be a whole lot more than one blob fighting the other spamming 1.
That’s more the crux of my question. I totally agree that we can and should add more to this part of the game, but I’m not convinced that Darkness Falls would do it. As a WvW player would you really be excited about a map that takes you out of WvW and does something else? Or would you rather have changes to WvW proper? I know how I feel.
I personally would love to see WvW maps made for the zone they are from,
Yaks Bend for example is in the Northern Shiverpeaks, the map should be mountains/snow etc etc, the garrison should be extremely hard to cap/control, whereas camps further out should be easier to take unless protected etc,
Sorrows Furance, was in the Southern Shiverpeaks, yet was underground, a map for this should say have the garrison underground, again difficult to attack, yet supply camps outside on the surface as less difficult.
Crystal Desert, clue is in the name I guess, you see where im going with this,
Personally each world should be different, and the envading world should have to really battle hard for control, something like this would be game changing, and I personally wouldn’t care if it took them 2-3 years to achieve this, but its a time investment problem I guess, as im sure its been looked at.
That is really awesome, but with 51 total servers, that would require more maps than we currently have in the game. Which wouldn’t be feasible in anything shorter than years, several in fact. I’m hoping we can at least start introducing some variety, maybe even different home maps, sometime relatively soon, but this version is essentially unworkable.
I hear what your saying, so instead could, ( 6 different maps ) and each week, in the 3 server matchup each server is handed a random map, ( all different ) and its changed weekly, this would mean mass tactics on a weekly basis,
Week 1
Team A – Map 4
Team B – Map 2
Team C – Map 1
Week 2
Team A – Map 6
Team B – Map 4
Team C – Map 3
Hope that makes sense.
Map 1 – Northern Shiverpeaks ( garrison on a mountain )
Map 2 – Crystal Desert
Map 3 – Ascalon
Map 4 – Fire Islands/Orr
Map 5 – Magumma Jungle
Map 6 – Southern Shiverpeaks ( garrison underground )
I also realise there are servers that do not follow the names of the areas from Guild Wars, but you seen where I was going with it.
Again I know it would require a huge investment on time, and its something that should probably have been done before release etc, but sometimes great ideas don’t show up until after, for the time I play GW2 I hope to see something like this.
Thanks
I personally would love to see WvW maps made for the zone they are from,
Yaks Bend for example is in the Northern Shiverpeaks, the map should be mountains/snow etc etc, the garrison should be extremely hard to cap/control, whereas camps further out should be easier to take unless protected etc,
Sorrows Furance, was in the Southern Shiverpeaks, yet was underground, a map for this should say have the garrison underground, again difficult to attack, yet supply camps outside on the surface as less difficult.
Crystal Desert, clue is in the name I guess, you see where im going with this,
Personally each world should be different, and the envading world should have to really battle hard for control, something like this would be game changing, and I personally wouldn’t care if it took them 2-3 years to achieve this, but its a time investment problem I guess, as im sure its been looked at.
That is really awesome, but with 51 total servers, that would require more maps than we currently have in the game. Which wouldn’t be feasible in anything shorter than years, several in fact. I’m hoping we can at least start introducing some variety, maybe even different home maps, sometime relatively soon, but this version is essentially unworkable.
I hear what your saying, so instead could, ( 6 different maps ) and each week, in the 3 server matchup each server is handed a random map, ( all different ) and its changed weekly, this would mean mass tactics on a weekly basis,
Week 1
Team A – Map 4
Team B – Map 2
Team C – Map 1Week 2
Team A – Map 6
Team B – Map 4
Team C – Map 3Hope that makes sense.
Map 1 – Northern Shiverpeaks ( garrison on a mountain )
Map 2 – Crystal Desert
Map 3 – Ascalon
Map 4 – Fire Islands/Orr
Map 5 – Magumma Jungle
Map 6 – Southern Shiverpeaks ( garrison underground )I also realise there are servers that do not follow the names of the areas from Guild Wars, but you seen where I was going with it.
Again I know it would require a huge investment on time, and its something that should probably have been done before release etc, but sometimes great ideas don’t show up until after, for the time I play GW2 I hope to see something like this.
Thanks
That does seem more reasonable. When/if we start on additional home maps, we will very much be looking to vary the gameplay and feel of them. It’s my hope that each new borderland will improve upon the previous and if we do well enough we might be able to have enough to build a rotation. That is a long way off, if ever, though. We will definitely be looking for ways to make new maps unique, no matter how many we make.
WVW needs a Darkness Falls. That is all.
But why?
One reason would be an orb-like objective that doesn’t include a balance-upsetting stat buff.
Also, a public dungeon might be a way to add features only present in PvE to WvW. Perhaps a better way to get Laurels or Ascended items in WvW? Or maybe precursors?
People like to bring up Daoc a lot but fail to realize is that the market has changed, players have changed.
Aion had dungeons that were dependent on players gaining control over fortresses and that did not work out as plan. The reality is that a lot of players might WANT access to it, but wont be bother to WORK for it. Then when their servers gets perpertually stuck fighting a powerful servers players will start whining about the lack of access to it. Then you have other issue of players leaving WvW to go do that instance which defeats the purpose of WvW as well.
tl;dr
Players change from the time Daoc was out. Recent game like aion (i last played aion in 2010 maybe it change), that a lot of players might want to run the dungeon but wont necessarily work to keep it open. Then you have the other issue of fighting a far stronger server and never having access to it.
BTW i am not saying they shouldnt make a exclusive WvW dungeon, but it cannot be linked to something that requires your server to be strong or it will never work in the long run.
This is an mmo forum, if someone isn’t whining chances are the game is dead.
I personally would love to see WvW maps made for the zone they are from,
Yaks Bend for example is in the Northern Shiverpeaks, the map should be mountains/snow etc etc, the garrison should be extremely hard to cap/control, whereas camps further out should be easier to take unless protected etc,
Sorrows Furance, was in the Southern Shiverpeaks, yet was underground, a map for this should say have the garrison underground, again difficult to attack, yet supply camps outside on the surface as less difficult.
Crystal Desert, clue is in the name I guess, you see where im going with this,
Personally each world should be different, and the envading world should have to really battle hard for control, something like this would be game changing, and I personally wouldn’t care if it took them 2-3 years to achieve this, but its a time investment problem I guess, as im sure its been looked at.
That is really awesome, but with 51 total servers, that would require more maps than we currently have in the game. Which wouldn’t be feasible in anything shorter than years, several in fact. I’m hoping we can at least start introducing some variety, maybe even different home maps, sometime relatively soon, but this version is essentially unworkable.
I hear what your saying, so instead could, ( 6 different maps ) and each week, in the 3 server matchup each server is handed a random map, ( all different ) and its changed weekly, this would mean mass tactics on a weekly basis,
Week 1
Team A – Map 4
Team B – Map 2
Team C – Map 1Week 2
Team A – Map 6
Team B – Map 4
Team C – Map 3Hope that makes sense.
Map 1 – Northern Shiverpeaks ( garrison on a mountain )
Map 2 – Crystal Desert
Map 3 – Ascalon
Map 4 – Fire Islands/Orr
Map 5 – Magumma Jungle
Map 6 – Southern Shiverpeaks ( garrison underground )I also realise there are servers that do not follow the names of the areas from Guild Wars, but you seen where I was going with it.
Again I know it would require a huge investment on time, and its something that should probably have been done before release etc, but sometimes great ideas don’t show up until after, for the time I play GW2 I hope to see something like this.
Thanks
That does seem more reasonable. When/if we start on additional home maps, we will very much be looking to vary the gameplay and feel of them. It’s my hope that each new borderland will improve upon the previous and if we do well enough we might be able to have enough to build a rotation. That is a long way off, if ever, though. We will definitely be looking for ways to make new maps unique, no matter how many we make.
Make it happen :-p you know you want to, we believe in you, hehehe, no I know it would take a lot of time and investment, so until it happens ill keep slugging away at the enemies BL’s that we currently have.
Devon you can do anything you put your mind to, period
Asuran Engineer (Lost)
Do it. You know you want to.
/PS: slow Friday eh Devon?
I was actually depressed by that response. He said when/if. That means they defintely haven’t started on new maps. And they may never.
I was actually depressed by that response. He said when/if. That means they defintely haven’t started on new maps. And they may never.
Don’t read too much into that type of wording. I’m just hedging because there are a lot of things we don’t talk about until they are close to release. We want to work on new maps and those maps are going to be awesome.
I am from sorrows furnace….when Grenth’s footprint was added to GW1…that was an o shi- moment.
If we start seeing what feel like new areas to explore PLUS the aspect of WvW thrown in….that just blows my mind. I would love to revisit what was the original Sorrows Furnace, and defend it like we were the stone summit -.-
On a side note, if anyone has ever played Shattered Galaxy (Pseudo RTSMMO) I loves the map, control and territory system they use (Planetside 2 has a similar feel)
http://mmohuts.com/wp-content/gallery/shattered-galaxy/shattered-galaxy-map.jpg?ec9f9b
Each territory had several capture points and was its own map, then there was multiple planets each with their own texture set and theme.
(edited by Zietlogik.6208)
Make one map all snow/ice.
Make one a jungle type.
Make one a desert.
Leave EB.
As much as I would like new maps, make the at least visually different. This wouldn’t take too long to re lay textures right? Would need very minimal actual terrain changes.
I want something else to look at. Change ground/trees and stuff. If you can’t rebuild the house, slap a new coat of paint on it.
Skritt Happens
(edited by Omnitek.3876)
WVW needs a Darkness Falls. That is all.
But why?
Puts a goal for people to strive for and will push PVErs into the fray to have access to that. WvW will be more competitive.
The problem is wvw in this game is 90% about numbers and so certain servers will have access to it most of the time -or allows access to other servers in off hours with oceanic coverage- and this will kitten off people more.
Until the zerg favoring is fixed, this is a bad idea. It will also push people to migrate to heavy population servers and abandon others.
I was actually depressed by that response. He said when/if. That means they defintely haven’t started on new maps. And they may never.
Don’t read too much into that type of wording. I’m just hedging because there are a lot of things we don’t talk about until they are close to release. We want to work on new maps and those maps are going to be awesome.
Why not introduce more ‘hardcore maps’ where downed state and AOE limits are removed/lifted + more balanced states like spvp -boon duration etc-, allowing ascendant/legendary appearances but limiting stats beyond exotic armor etc.
Don’t force anyone to go into it and make the reward from running it minimal so it exists for game play purposes. That way you please the hardcore pvpers and not alienate the casuals -who will welcome hardcore groups leaving the regular wvw zones and not one shotting them etc.
WVW needs a Darkness Falls. That is all.
But why?
One reason would be an orb-like objective that doesn’t include a balance-upsetting stat buff.
Also, a public dungeon might be a way to add features only present in PvE to WvW. Perhaps a better way to get Laurels or Ascended items in WvW? Or maybe precursors?
People like to bring up Daoc a lot but fail to realize is that the market has changed, players have changed.
Aion had dungeons that were dependent on players gaining control over fortresses and that did not work out as plan. The reality is that a lot of players might WANT access to it, but wont be bother to WORK for it. Then when their servers gets perpertually stuck fighting a powerful servers players will start whining about the lack of access to it. Then you have other issue of players leaving WvW to go do that instance which defeats the purpose of WvW as well.
tl;dr
Players change from the time Daoc was out. Recent game like aion (i last played aion in 2010 maybe it change), that a lot of players might want to run the dungeon but wont necessarily work to keep it open. Then you have the other issue of fighting a far stronger server and never having access to it.BTW i am not saying they shouldnt make a exclusive WvW dungeon, but it cannot be linked to something that requires your server to be strong or it will never work in the long run.
GW1 had two of those.
Then they had to back out of it.
I was actually depressed by that response. He said when/if. That means they defintely haven’t started on new maps. And they may never.
Don’t read too much into that type of wording. I’m just hedging because there are a lot of things we don’t talk about until they are close to release. We want to work on new maps and those maps are going to be awesome.
Why not introduce more ‘hardcore maps’ where downed state and AOE limits are removed/lifted + more balanced states like spvp -boon duration etc-, allowing ascendant/legendary appearances but limiting stats beyond exotic armor etc.
Don’t force anyone to go into it and make the reward from running it minimal so it exists for game play purposes. That way you please the hardcore pvpers and not alienate the casuals -who will welcome hardcore groups leaving the regular wvw zones and not one shotting them etc.
i agree on the downstat but AOE is more damageing to zergs then anything else as without aoe limit if the zerg reach a migic number its indestruckteble completly full hp every water field tens of thoudsens of damage from retaliation and they still have not attacked you just used blast finnishers in light and water fields thats all;)
but i would personly like that they gave a reason for fighting other then honor and pride. plus a change to some of the maps or new maps. also make it so strategy and tactic does a hell lot more then running in one huge ball(can be done by makeing the map bigger and only 1 wp at a corner)
Ayano Yagami lvl 80 ele
I was actually depressed by that response. He said when/if. That means they defintely haven’t started on new maps. And they may never.
Don’t read too much into that type of wording. I’m just hedging because there are a lot of things we don’t talk about until they are close to release. We want to work on new maps and those maps are going to be awesome.
You want to work on new maps? Does this mean you guys haven’t even started? Dear god…
WVW needs a Darkness Falls. That is all.
But why?
It doesn’t have to be Darkness Falls exactly, but a “mechanic” needs to be introduced to the stale state of WvW. I’m not saying it isn’t fun it can be, but I think it could be a whole lot more than one blob fighting the other spamming 1.
That’s more the crux of my question. I totally agree that we can and should add more to this part of the game, but I’m not convinced that Darkness Falls would do it. As a WvW player would you really be excited about a map that takes you out of WvW and does something else? Or would you rather have changes to WvW proper? I know how I feel.
This was my suggestion from a few weeks ago for how to make WvW a more fair and dynamic experience. It’s basically just an outline, but I think it points to a way to possibly get more variety out of existing maps … and more importantly represents a departure from server-vs-server-vs-server, which I think is forever doomed to unbalanced matches.
“My preferred solution would be to totally revamp WVW. I’d make matches instanced (more or less equal populations determined by dynamic queues), and I’d have matches start on a blank map … terrain features only, no structures. I’d scatter ore deposits randomly around the map (different for each match) so that the first thing each team had to do would be to scout for deposits and secure the surrounding land. Mining the ore would develop the camp, and the ore thus mined would be used to build towers and keeps anywhere on the map that players chose. Towers and keeps would require a blueprint just like siege does now, with each blueprint costing Badges of Honor or some such non-gold currency. Siege (both offensive and defensive) would be pretty much as it is now, with possibly some changes to address current grievances. Towers and keeps could be destroyed, but not captured … they’d have to be rebuilt, either in the same place or somewhere else. Ore locations could be captured and recaptured, but would need to be redeveloped to be productive. Ore could be stockpiled in keeps and towers by players.
I suspect that such a scheme would have some unforeseen (by me) flaws, but I think the general concept would entail much greater strategic play, require better overall coordination (possibly questionable in an instanced setting), and generate some much harder fought battles over key locations."
Stormbluff Isle [AoD]
I wish that the PvE maps could get crashed for WvW. I’d love to win an alliance with the centaurs and then come crashing down upon Queensdale There are so many interesting buildings and geographical obstacles it would make for great battles. I know it would never happen but I just wish there was some way to bridge the divide between the three game modes to make them feel more alive.
I wish that the PvE maps could get crashed for WvW. I’d love to win an alliance with the centaurs and then come crashing down upon Queensdale There are so many interesting buildings and geographical obstacles it would make for great battles. I know it would never happen but I just wish there was some way to bridge the divide between the three game modes to make them feel more alive.
I would prefer the maps over the mobs. Take Kessexm or Timberline Falls and turn em into WvW/PvP zone….would be kitten
I personally would love to see WvW maps made for the zone they are from,
Yaks Bend for example is in the Northern Shiverpeaks, the map should be mountains/snow etc etc, the garrison should be extremely hard to cap/control, whereas camps further out should be easier to take unless protected etc,
Sorrows Furance, was in the Southern Shiverpeaks, yet was underground, a map for this should say have the garrison underground, again difficult to attack, yet supply camps outside on the surface as less difficult.
Crystal Desert, clue is in the name I guess, you see where im going with this,
Personally each world should be different, and the envading world should have to really battle hard for control, something like this would be game changing, and I personally wouldn’t care if it took them 2-3 years to achieve this, but its a time investment problem I guess, as im sure its been looked at.
i suggested the same thing ages ago. however, even if they were able to make all of them in a timely manner, there would still be one key problem to all of it.
player from server A: (insert area name on server B’s map) is impossible to attack! it’s OP and gives server B an unfair advantage! NERF NERF NERF!!!
player from server B: yeah, but you have (insert area name on server A’s map), which is just as difficult to attack…..
player from server A: we’re not talking about what WE have! we’re talking about what YOU have!!! if YOU have something, and it’s not easy for us to take, it NEEDS TO CHANGE!!!
player from server B: but….. if we BOTH have something that’s equally hard to attack, doesn’t that mean it balances out?
player from server A: (RAGE AND OBSCENITIES)
player from server B: you know, we also have (insert a different area on server B’s map) which is extremely easy to attack, and almost impossible to defend. should we ask them to make it harder to attack then?
player from server A: NO!!!! but they DO need to make (insert the server A version of the same area) a LOT harder to attack!!
player from server B: but…
player from server A: STOP HOARDIN’ MAH LOOT BAGS!!!!
as ridiculous as that may seem, i’ve seen that conversation play out on these forums already countless times over different topics. class balance being the most glaring example. it would be pretty much guaranteed to happen over specialized maps as well, even if the differences were purely cosmetic. it’s all a matter of perception over actuality. it gets to a point where no amount of facts, logic, or evidence will ever overcome perceived reality. once it gets that point, you read through the posts and just think “ya know…. maybe that mayan 2012 thing wouldn’t have been that big of a tragedy afterall…..”
That is really awesome, but with 51 total servers, that would require more maps than we currently have in the game. Which wouldn’t be feasible in anything shorter than years, several in fact. I’m hoping we can at least start introducing some variety, maybe even different home maps, sometime relatively soon, but this version is essentially unworkable.
I don’t think it has to be that extreme. The maps we have are not terrible I just think they couple be personalised a little so that red green and blue are not all exactly the same.
I personally was thinking something along the lines of implementing the dragons corruption, like green borderland suffering the effects of zhaitans corruption, blue Jormag’s and reds Kralkatorrik’s. What this would essentially mean is the landscape would be subtly changed in areas.
Examples could be that the crystal corruption of Kralkatorrik could have completely crystallised the lake area near water camp but also created additional traversable pathways to south hills gate via the area near the harpy event. And Zhaitan’s corruption could have erected large bone-like structures making it more difficult for green to treb bay from garrison.
Those are just a couple of ideas of what you could do but there is quite a lot of ways you could use the existing resources you have and tweak them to become more unique.
Nar: I love that it will take me time and money to
reach the same level I’m at right now… …said no one, ever.
WVW needs a Darkness Falls. That is all.
But why?
It doesn’t have to be Darkness Falls exactly, but a “mechanic” needs to be introduced to the stale state of WvW. I’m not saying it isn’t fun it can be, but I think it could be a whole lot more than one blob fighting the other spamming 1.
That’s more the crux of my question. I totally agree that we can and should add more to this part of the game, but I’m not convinced that Darkness Falls would do it. As a WvW player would you really be excited about a map that takes you out of WvW and does something else? Or would you rather have changes to WvW proper? I know how I feel.
Yes definitely! To me, a Darkness Falls-like dungeon would be an extension of WVW, like an underground borderland if you will. The great success of Darkness Falls in DAOC was how provided great PVE content while your side held it and then great PVP content when the ownership of DF switched sides. Not to mention: PVP in dungeons.
If WVW is lacking anything, it’s lacking a realm-level reward. Realm-exclusive access to a premium PVE-based zone that turns into a hectic PVP battlefield every ~6 hours? I can’t think of anything I’d like more.
(edited by scerevisiae.1972)
personally was thinking something along the lines of implementing the dragons corruption, like green borderland suffering the effects of zhaitans corruption, blue Jormag’s and reds Kralkatorrik’s. What this would essentially mean is the landscape would be subtly changed in areas.
I was thinking along those lines too. It would add some flavor at the least!
it would also give us a little more reason for ‘why are we fighting this mist war?’
We see the other servers as Dragon minions
The extension of this – which I think would be amazingly awesome – would be that what you see in WvW depends on what side you are on. Enemy NPCs are Dragon minions depending on their color while you see your own side normally. Sort of like America’s Army back in the day. It would also serve to visually distinguish siege weapons…
it would probably increase memory footprint on top of new tech tho :<
I was actually depressed by that response. He said when/if. That means they defintely haven’t started on new maps. And they may never.
Don’t read too much into that type of wording. I’m just hedging because there are a lot of things we don’t talk about until they are close to release. We want to work on new maps and those maps are going to be awesome.
One honest question Devon – have there been any discussions at all on using existing world maps? It strikes me that taking some maps in Tyria, instancing them, adding a queue, rotating them (so a new one every matchup), removing the mobs would offer maps for players to roam, fight and nuke would be a lot of fun for the groups of WvWers and players who really aren’t that into Towers and points and trebs, etc.
Somewhere we’re not getting raged at for doing GvG, or duelling, or roaming. Somewhere for guilds to settle grudges, a place for emergent gameplay to break out.
The maps are there, feature rich and would be powerful and varied – would this even be feasible?
Leader of [JDGE] on Gandara EU.
A GW2 API for Objective-C – http://tinyurl.com/durmandpriory
I personally would love to see WvW maps made for the zone they are from,
Yaks Bend for example is in the Northern Shiverpeaks, the map should be mountains/snow etc etc, the garrison should be extremely hard to cap/control, whereas camps further out should be easier to take unless protected etc,
Sorrows Furance, was in the Southern Shiverpeaks, yet was underground, a map for this should say have the garrison underground, again difficult to attack, yet supply camps outside on the surface as less difficult.
Crystal Desert, clue is in the name I guess, you see where im going with this,
Personally each world should be different, and the envading world should have to really battle hard for control, something like this would be game changing, and I personally wouldn’t care if it took them 2-3 years to achieve this, but its a time investment problem I guess, as im sure its been looked at.
That is really awesome, but with 51 total servers, that would require more maps than we currently have in the game. Which wouldn’t be feasible in anything shorter than years, several in fact. I’m hoping we can at least start introducing some variety, maybe even different home maps, sometime relatively soon, but this version is essentially unworkable.
I can understand what you mean. That would be hard.
What I imagined is that each team color map still remains as it is now, except it has a different terrain theme. Example:
Red team: Crystal desert theme
Blue team: Shiverpeaks theme
Green team: Forest/Jungle theme
Windows 10
Like I said, if it takes to long to generate a completely new map tweaks to the existing ones (mentioned a couple posts up) could be an option.
Nar: I love that it will take me time and money to
reach the same level I’m at right now… …said no one, ever.
I was actually depressed by that response. He said when/if. That means they defintely haven’t started on new maps. And they may never.
Don’t read too much into that type of wording. I’m just hedging because there are a lot of things we don’t talk about until they are close to release. We want to work on new maps and those maps are going to be awesome.
Why not introduce more ‘hardcore maps’ where downed state and AOE limits are removed/lifted + more balanced states like spvp -boon duration etc-, allowing ascendant/legendary appearances but limiting stats beyond exotic armor etc.
Don’t force anyone to go into it and make the reward from running it minimal so it exists for game play purposes. That way you please the hardcore pvpers and not alienate the casuals -who will welcome hardcore groups leaving the regular wvw zones and not one shotting them etc.
i agree on the downstat but AOE is more damageing to zergs then anything else as without aoe limit if the zerg reach a migic number its indestruckteble completly full hp every water field tens of thoudsens of damage from retaliation and they still have not attacked you just used blast finnishers in light and water fields thats all;)
but i would personly like that they gave a reason for fighting other then honor and pride. plus a change to some of the maps or new maps. also make it so strategy and tactic does a hell lot more then running in one huge ball(can be done by makeing the map bigger and only 1 wp at a corner)
I keep mentioning this over and over: No AOE limit on dmg and AOE limit on boons/heals.
Healing doesn’t scale much compared to dps, anywho. Water fields won’t help when your getting bursted hard.
I would be satisfied for quite a while if they simply added two new BL maps and one new EB map (where, or fairness, all three servers from the same matchup get the same BL).
And, since Anet loves RNG so much, the BL each matchup gets is randomly chosen.
I was actually depressed by that response. He said when/if. That means they defintely haven’t started on new maps. And they may never.
Don’t read too much into that type of wording. I’m just hedging because there are a lot of things we don’t talk about until they are close to release. We want to work on new maps and those maps are going to be awesome.
You want to work on new maps? Does this mean you guys haven’t even started? Dear god…
Anet is understaffed if you all haven’t noticed yet.
Anet has 4 teams working on new PvE content, you can call that understaffed.
Nar: I love that it will take me time and money to
reach the same level I’m at right now… …said no one, ever.
Anet has 4 teams working on new PvE content, you can call that understaffed.
That is one aspect of the game.
What about dungeons they started revamping them with AC then they pretty much scrapped that idea because the dev working on it was moved to another team. Then we have fractals which haven’t seen much since launch. pvp gets an update for every 50 updates there are for pve. One of the devs even stated that they can’t split skills for pve/pvp/wvw because they don’t have the manpower to keep balancing it i’ll try find the post on this later. Pretty sure you play WvW yourself so you should have an idea of how much attention it gets.
They focus on living story for the simple fact that it brings in revenues when they keep pushing updates and introducing new stuff in the gemstore
I would like to post this link to a nice discussion about the current state of WvW.
They cited DAOC and their concerns are also mine, especially this one:
Posted by Shizu:
- Maps are way too small. A zerg can literally be anywhere on the map in two minutes. This removes any meaningful strategic decision from the equation. We don’t need to keep guild X watching over zone X and guild Y watching over zone Y, because crossed swords, contested icons and minuscule maps remove the need to make difficult decisions.
Difficult decisions are needed to create an interesting scenario in fictional warfare or it quickly becomes too predictable and boring.
Remember the need to keep an eye on all three frontiers (OLD frontiers) on DAoC, or risk missing some crucial action?
Not needed here. Small maps, crossed swords and you can be anywhere in two minutes.
- Objectives too easy to capture. It feels like capturing flags, not taking towers.or keeps. An undefended, fortified tower can be captured in two minutes flat. Make it five for a keep. Sure, important objectives shouldn’t be left undefended. But a fully upgraded tower should not be capturable in two minutes, period.
Also, a keep should not be capturable by five people.
Where are some hard objectives like DAoC’s relic keeps? Or even upgraded standard keeps?
We need some objectives to be impossible, even if undefended, for small parties.
- Too many objectives. Having kitten to capture is cool, but literally everything in WvW revolves around capturing stuff. It gets old fast.
Combine it with the previous point and the result is the current borefest. Capturing a tower is supposed to be a big accomplishment for a faction. Here we just have to recapture it 15 minutes later because we lost it to a bigger zerg in two minutes.
- Objectives too close together. Again, capturing stuff is cool. But so are field battles. For one open-field engagement, we get twenty siege battles. In that rare field battle, there’s some tower/keep so close, it’s impossible to wipe a force completely. Even if you wipe a zerg, it’s back 30 seconds later. Removing a big force from an area has little to no impact on the battle.
We need big, open areas and fortified objectives to be more frequent in deep enemy territory.
- Defenders way too disadvantaged. A small group of smart and capable defenders should be able to hold off a much bigger force for a while. I remember pushing back zergs of 50-60 players with two parties trenched in a keep, with smart use of GTAoE and PBAoE spells. Impossible here with the pathetic cap on AoE attacks.
- No major goals. Never seen a scoreboard mean so little in a competitive game. It could be removed completely with absolutely no impact on the game. One thing is fighting for a +10% melee bonus for an entire server in both pvp and pve. Another thing is fighting for 10 extra points at the next score tick. Guess wich one promotes more coordination, realm pride and will to fight.
- Nothing is persistent. We finally have a three-faction game, wich is the main factor to prevent total domination of a faction. So what’s the point of the weekly resets? Balance the servers in the first month or so, then close the transfers.
I played for years as a 25%-pop hibernian, against 40% albion and 35% midgard. Granted, we had some rough times, but it was part of the fun. No need for garbage like timers and resets.
- Arena maps. Why? Really, why? Three copy/pasted, perfectly symmetrical map. Are modern players so *ing dumb? I don’t think so. Fighting in DAoC’s different environments was beautiful. We had to learn to navigate different maps, different keep layouts, different routes for the relics. Here it’s just copy/paste.
http://www.guildwars2guru.com/topic/84380-improving-wvw-discussion/
- Defenders way too disadvantaged. A small group of smart and capable defenders should be able to hold off a much bigger force for a while. I remember pushing back zergs of 50-60 players with two parties trenched in a keep, with smart use of GTAoE and PBAoE spells. Impossible here with the pathetic cap on AoE attacks.
I agree with your main concerns but this is just wrong. While it is not possible to hold of 50 people with only 10 or so, defenders are in no way disadvantaged.
Defending is easier than attacking by a long shot already especially considering overpowered AC’s. A properly sieged keep defended by 30 capable and coordinated players is pretty much impossible to take with less than 60 and even with bigger zergs it would be very very hard.
7.2k+ hours played on Minesweeper
- Defenders way too disadvantaged. A small group of smart and capable defenders should be able to hold off a much bigger force for a while. I remember pushing back zergs of 50-60 players with two parties trenched in a keep, with smart use of GTAoE and PBAoE spells. Impossible here with the pathetic cap on AoE attacks.
I agree with your main concerns but this is just wrong. While it is not possible to hold of 50 people with only 10 or so, defenders are in no way disadvantaged.
Defending is easier than attacking by a long shot already especially considering overpowered AC’s. A properly sieged keep defended by 30 capable and coordinated players is pretty much impossible to take with less than 60 and even with bigger zergs it would be very very hard.
actually…. no. see, i’ve seen your guild group in action and, no offense, you just didn’t know what to do. there are very easy ways to take keeps with a 60 to 30 numbers advantage. you guys just never bothered to learn them. believe me, every other guild group i’ve come across, in both NA and EU, have been able to secure the objected when outnumbering the enemy 2 to 1. they employed methods that you guys never even bothered to try, methods that are pretty much old hat at this point.
i don’t mean to insult you guys, but you’ve been the most vocal about “defenders having the advantage”. the fact is, you just never learned how to attack. i’m sorry, but it’s true. you’re great in GvG, but are well behind the rest of the class in every other aspect of WvW.
as someone who’s successfully defended against you guys while being severely outnumbered, i saw where the holes in your game were. if you’re open to the idea, i can tell you how to fix that as well. just send me a whisper in game, and i’ll teach you how to break through any siege defense.
- Defenders way too disadvantaged. A small group of smart and capable defenders should be able to hold off a much bigger force for a while. I remember pushing back zergs of 50-60 players with two parties trenched in a keep, with smart use of GTAoE and PBAoE spells. Impossible here with the pathetic cap on AoE attacks.
I agree with your main concerns but this is just wrong. While it is not possible to hold of 50 people with only 10 or so, defenders are in no way disadvantaged.
Defending is easier than attacking by a long shot already especially considering overpowered AC’s. A properly sieged keep defended by 30 capable and coordinated players is pretty much impossible to take with less than 60 and even with bigger zergs it would be very very hard.actually…. no. see, i’ve seen your guild group in action and, no offense, you just didn’t know what to do. there are very easy ways to take keeps with a 60 to 30 numbers advantage. you guys just never bothered to learn them. believe me, every other guild group i’ve come across, in both NA and EU, have been able to secure the objected when outnumbering the enemy 2 to 1. they employed methods that you guys never even bothered to try, methods that are pretty much old hat at this point.
i don’t mean to insult you guys, but you’ve been the most vocal about “defenders having the advantage”. the fact is, you just never learned how to attack. i’m sorry, but it’s true. you’re great in GvG, but are well behind the rest of the class in every other aspect of WvW.
as someone who’s successfully defended against you guys while being severely outnumbered, i saw where the holes in your game were. if you’re open to the idea, i can tell you how to fix that as well. just send me a whisper in game, and i’ll teach you how to break through any siege defense.
I’m sure you meant no offence and I understand why you would say this, it is however not true. The truth of it is that we know of all these other ways to attack and get an objective but we don’t really care enough. If garrison has a defensive treb, some well places ballista’s and catapults and AC’s, I’d rather walk away. It’s not worth it. We will poke around to see if we can provoke some even fights against actual players but capturing the objective is always of secondary importance.
In days long past we used to care a lot more about those objectives and the right siege placement as well as the countersiege tactics. I just find them boring and no longer have the serverpride to power through the boring stuff (maybe if I ever go back to SFR).
There are more reasons than just our experience with attacking that lead us (me especially) to say this about defending. We have done our fair share of defending as well and even without maximizing the defending potential from proper siege use we do very well against larger forces and there are others like us.
Defenders have a great advantage in this game but they have to be there to defend. That is the greatest advantage attackers have, they can walk away from a defended structure and go attack an empty one.
7.2k+ hours played on Minesweeper