A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained
One of the big problems with WvW is that maps tend to stalemate.
You’ve taken the eastern keep. You’d like to push barracks but it’s a really long run. You might be able to “ninja” it but if your siege attempt fails, it’s unlikely the friendly zerg will come right back because it’s such a long run. Stalemate.
Or you’ve got the barracks in your homeland but you lost the keeps. It’s a really long run to take those keeps back. Again, you might be able to ninja it but if the siege breaks most people won’t come back. Stalemate.
Eternal tends to stalemate once you’ve gotten your third of the map and the enemy is dug into Stonemist with trebs on the upper levels.
Solution:
The lack of spawn options tends to bog the game down. I think it helps make people bored sooner. It’s a vast difference between the feel of GW2 and the feel of Planetside 2, where spawn options are plentiful.
I don’t think there is a problem at EB, but if you die in the Enemy BL further than the 3 keeps, you rarelly will want to go up north again…
Solution:
- Keeps start with their waypoints. They can still be shut off when the place is attacked, like now, but you don’t have to buy them. This will keep momentum going.
- Eternal Battleground NPC camsp will also come with a free waypoint for the owning team. This will keep momentum going there.
Like a lot of ideas thrown around this forum lately, I agree with these. After the removal of orbs, WvW is lacking in extra dynamics.
Worst case: if it doesn’t work out for one reason or another, just revert back to the original (current) design.
if you get free waypoints on every keep, its going to be even more static.
Do you know how harder it gets to take a keep once the wp is finished? Reinforcements come every 2.5 minutes with 10 supplies.
Also, the map is small enough as it is, especially EB.
From a defensive standpoint, waypoints are overpowered. You can jump into the keep regardless of how many attackers are blocking the entrances into it, and you can get into the keep whether it’s contested or not every 3 minutes. This means your entire defensive team has unlimited supply if there’s another keep with a waypoint, as they can hop back and forth between the two even while the keep is under siege. That’s friggin’ huge.
This powerful of a defensive tool should need a payment of some kind.
From a defensive standpoint, waypoints are overpowered. You can jump into the keep regardless of how many attackers are blocking the entrances into it
wat
If attackers are at the doors, the keep is contested and it’s the same thing as not having a waypoint. Waypoints are for offense. They get turned off in defense.
your entire defensive team has unlimited supply if there’s another keep with a waypoint
No, you get 10 supply per player per 3 minutes. That’s not unlimited at all.
.
I like the whole supply-up-every-three-minutes, it adds quite alot of dynamics.
.
When the timer is at 30 seconds, you can…
- jump of the walls and try to destroy the siege, rezzing at a waypoint, take supply and get back.
- go to another BL, take supply and get back to the WP.
- go and ask help on other BLs and let them come to the defence.
.
I like it, it adds quite a few posibilites!
(edited by Tallis.5607)
If attackers are at the doors, the keep is contested and it’s the same thing as not having a waypoint. Waypoints are for offense. They get turned off in defense.
Every three minutes there is a brief window in which you can use the waypoint, regardless if it’s contested or not. If you are not aware of this, you and your server are missing out on an extremely powerful defensive tool.
your entire defensive team has unlimited supply if there’s another keep with a waypoint
No, you get 10 supply per player per 3 minutes. That’s not unlimited at all.
Did you really need to nitpick? It’s a near endless amount of supply at your finger tips every three minutes. It’s extraordinarily powerful.
I think WP system is just fine considering every class has the ability to res others. There should be a longer cooldown for consecutive deaths to stop spawn running.
Nooooooo. No. Also, no.
Working towards a WP while keeping your kitten safe is a big part of securing your territory. It’s supposed to take your a long time to get back to other parts of the map as an invader. You’re coming into enemy territory, it’s not meant to be easy for you. Besides, if your zerg is just repeatedly bashing their faces against Garrison again and again after taking Bay, you may need to look at your tactics, instead of getting an easy button wp. It’s likely that it wouldn’t even help >_>
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