@CptWheezy: I see where you’re coming from and you may have valid concerns. I feel it’s neccessary though, since it probably will happen that only one server is active on one of the new maps at a given time and you need something exciting to do for those players if they have no human enemy to fight.
I also think that this is a great opportunity to bring more players into WvW. A lot of the players have never tried WvW because they don’t like PvP (as they know it from other mmos). This could be the first experience for them… and maybe they have fun killing players together.
If you mean that this PvP (WvW) is different – and it remains more or less the same as it is now at the core – then I can get on board with the idea of bringing more players in to the experience. But – if they add too many PvE elements – the experience will be the same (more or less) as the current PvE experience. Right now -there are a vast amount things that PvE players can do, due to the constant updates to content.
Adding in PvE elements must be done VERY carefully to be effective and not disenfranchise the current WvW Player Base (WPB). If they make the experience like a dungeon – then many of them will think and feel the same thing I do about it. “I’d rather not. Thank you, but no thank you.”
I understand what you’re saying – but given the option of pulling in players from every server on the list – from all tiers – the pot from which they can draw is vast. If they’re smart in the way that they pull from that pot – having no human enemies will not be an issue.
If this thing is being implemented in order to cure the queue problem – then that will do it. If they refrain from connecting it to the current PPT system – then pulling from the whole server list and not just from the current match-up will not be a problem. It all depends on how they implement it. It could be a raging success – assuming a few things.
Such as:
1. The ‘unique’ boss fights in the Keeps and Towers are not at all like a ‘Dungeon Boss’ or like the current ‘World Boss’ fights in WvW – which are a joke to be honest and serve no purpose.
2. Anet does not assume more PvE in WvW is a good thing. It isn’t. In most cases if you just give the players the tools they want – keep it as balanced as possible – and then do not restrict them in too many ways – they will have a blast. You want more ‘open’ and less ‘closed’ scenarios.
Things that they should be focusing on:
1. Interesting, open map designs that let the players choose how the battle will unfold. This can be accomplished in many ways including but not limited to the following list:
a. Destructible Bridges leading to ‘king of the hill’ type areas.
b. Extreme Chokes
c. Both a and b together.
d. Secret (ish) Capture Points behind waterfalls – easily defensible.
(Okay – not this one – but wouldn’t that be cool as hell. LoL.)
e. Watchtowers in unexpected places – easily defensible and worth holding.
f. Catapults that both have wheels and can be moved. (Requiring 3-4 players)
g. The ability to load an Asuran into catapults and launch them into towers.
(Okay – not that one either – but wouldn’t that one be cool too. ROFL)
Okay – I have more but I’m rambling and fuzzy headed due to a lack of sleep at the moment.
(edited by CptWheezy.6439)