It also needs a punishment system. Losing a capture point is a slap on the wrist plus there should be a better end goal than just 500 points.
Right now there are only fights, no battles, no war.
I’m not sure if i agree a 100% with your other points, and I like the intentions of the OP, but what you are saying here is very important.
The question is, how do you recreate a war-like situation. Because this is in fact what makes “fights” interesting and intense and, perhaps even more so, interesting to WATCH.
If PvP consists solely of running around in circles, capping/decapping, fighting, running, capping/decapping with no other goal than accumulating abstract points on the top of the screen, then the intensity of the “war” and the combat simply vanishes.
Now, what creates “war-like” PvP? You need to have a concrete/visible end goal on the map and not abstract numbers on the screen. In other words, you need territorial progression with secondary/primary objectives REACHED BY TERRITORIAL PROGRESSION!
This is why SC2 and Mobas are so popular as esports, especially seen from a spectator point of view. This is also the reason the Dominion map in LoL has been a failure.
I don’t want GW2 to become a MOBA, though.
But think about it: lets say you tune into a GW2 PvP (or Dominion) game on twitch.tv (i.e. MLG invitational). You look at the map, trying to figure out whos in the lead and how well the teams have done. But there’s no way you can tell. You just see running/capping/decapping and endless (unwatchable) fights. You have to look at the top of the screen and read abstract numbers to figure out who’s winning the “war”.
Add to this that there is no space for tactical pauses and thus no building up of intensity (as the OP also mentions) – which would have been on a map with spatial progression.
There is of course many other problems with PvP and PvE gameplay as has allready been mentioned in this thread. I just think this one is neglected.
Allthough I don’t see why OP’s points have much to do with RPG vs Action combat, I agree to a large extent with OP, at least with hes intentions.
Here are some of the usual suspects:
- skill spam and lack of risk/reward (both in PvP and PvE)
-autoattacks (especially in PvE since exp dungeon players just speck full berserker, mellee autoattack and dodge/block + a bit of reflect and might =win)
- Skill effects (in PvP, but atleast as much in PvE). Just watch the preview video of Twilight dungeon: The commentator talks about a brand new enemy you have to take care of right away, and the only thing you see is a blue/white sparkling thing (guardian skill effects); I didn’t even see one single skill animation and have no idea what the enemy looked like…). Then how can you play skillfull?
- too many passive effects that creates no depth, demands no skill and only creates complexity (which is always bad).
Greetings.