So if I get this straight, you hate pvp, you never play it. And somehow you wonder why you keep getting on the losing team? YOU’RE THE REASON YOUR TEAM IS LOSING!
They might of posted on reddit, maybe the official forums are the wrong place to look now.
gw1 – healing signet/frenzy/charge
Combat speed: yet another long standing benefit to the zerg.
Youtubes: https://www.youtube.com/playlist?list=PLpXd26ZeABJNWi83dXDjtoZ8Lf-4IJ9Gu
A year ago? You’re aware of the fact that it was a completely different meta back then (of which mesmer wasn’t even part of)?
It’s like saying “it’s so hot today” on a cold winter morning, then being a kitten 6 months later in the summer when it’s really hot. Why did you even write this post?
You should post on Reddit. There is no god here.
Factions can’t make me quit the game because HoT already did.
You break something, roll back to it’s last good state, pre HoT in this case, and try again. Or break it some more so it becomes unrecognisable but hope that people who loved it before will learn to love it again in it’s new, sad, disfigured and neutered state. Fat kittening chance!
Sadly there’s a lot of good points raised in this thread.
I’ve been a casual player(limited by RL commitments not a lack of enthusiasm for GW2) since the original Beta tests. As someone who has variable playing time available and often at off-peak hours, my WvW experience has been mostly solo or small groups. I’m happy with this really, as I find zergs tend towards “spam 1 and tag as many targets as possible”. My play tended to be defensive, upgrading and scouting, with occasionally tagging up to recover my home BL. My friends list is mostly other players who do the same and we would help each other.
The expac launch removed the reasons I played in WvW and stole my hard earned +5 claiming. I didn’t see either of these coming – in fact I felt disappointed because the implication was that my +5 claiming would be available as a permanent bonus.
I also feel that the way-pointing in the new map has destroyed the feeling of “home” and for me it’s no longer a borderlands but simply another EB map. Again this is something I didn’t anticipate – I thought the new maps would work the same way as the old ones, after all that had been ok for 3 years.
Looking at the future there are rumours that Anet are working on a major update for WvW, but there seems to be no official news or community consultation. I’d like to believe the best and make positive predictions but I’m no longer sure that will happen. I get the impression that the people making the decisions don’t actually understand WvW and are either afraid to ask for help or just choose not to. That’s a real shame and a problem – WvW is a fantastic game mode and was the end game for me.
Overall I’ve gone from having fun to feeling excited about new content to feeling lost and now slightly worried because they’re threatening more new content. This doesn’t do much to encourage my participation or spending.
You’re not really getting a free ride though. You’re kind of working for Anet as a “playmate” to their real customers: those who exchange cash for gems. This is an integral role because probably only a small minority of people do buy gems, and if only they were around, the game world would be too empty and deserted.
That’s okay. I’m not acting as a true adversary to ANet. I do as I will, and counsel others in respect to their needs, not mine.
That’s why cash shops that give big gameplay advantages are so dangerous: if you drive off the “freeloaders,” the actual customers have no one to play with and they leave also.
True, and perhaps that is part of why I instinctively have no interest in free-to-play games on Steam.
I think HoT is a problem in this way. HoT players have an enormous advantage over core players (OP new professions, guild upgrades, new gear sets, gold-making-opportunities, etc.), and that’s going to drive a lot of core-only players to leave the game. But that empties the game world more — at a time when Anet can’t afford the game world to be more empty.
True as well. As a core-only player I don’t bother with PvP now, and can’t enter the new maps. This is by design. In the same way, there are Tactivators and siege weapons which I can’t interact with. On day one of HoT launch, they had an obnoxious BUY HoT NOW red text response to them in the UI.
It was in that moment that I logged out and increased by Camelot Unchained backer pledge instead of buying HoT: a decision which stands unchanged today.
But if you really want to analogize customer behavior to lover’s quarrels and breakups, there is always “hell hath no fury”.
I think that you probably underestimate how much of the playerbase are this type of customer.
Maybe, but experience has taught me that a thing like GW2 is well enough designed that hundreds of thousands of people are perfectly willing to take it as it comes.
I too am probably far from Anet’s ideal customer since I can count on one hand the gem purchases I’ve made in 3 years, which if memory serves were primarily for character and bank slots, not vanity items which I have no desire to purchase through the gem shop. So comparing to a subscription model I would’ve only paid for a few months of game time over 3 years (minus a few breaks). Were GW2 using a subscription model I would’ve left a long time ago (and likely not come back), but being B2P I’ve left and come back a few times with no risk. Additionally I never purchased HoT since I’m a WvW player and it wouldn’t have been worth the money for merely access to new class/specs.
I suspect they recanted on their plan of not release any expacs, but instead releasing new content via living story, because they weren’t generating enough money through gem sales. I have no issues with purchasing an expac as long as it delivers something I feel adds value worthy of the price tag. But when you have issues in WvW stacking up since (before?) launch going unresolved over a month after a release of an expac, which only made matters worse in the process, I’m not in any rush to buy said expac. Give me a retail box worth my ~$50 as an almost exclusively WvW player and I’ll buy it.
Precisely.
However, among my WvW friends and guilds, there is a clear trend. The majority that did not leave the game did buy HoT and did begrudgingly complete and repeat the PvE quests for the various things. They are only now more solidly returned to focusing on WvW and GvG as their only thing.
A solid 30-50% of them straight up left the game, regardless of whether nor not they bought HoT. I’m referencing a few hundred people in that percentage.
The on-going league play is now doing that to the PvP community, too.
RvR isn’t “endgame”, it’s the only game. Cu in CU.
I have played WVW since game launched so I have done it all. Everything from roaming (solo and in group) to havoc, to defense / babysitting to zergbusting, gvg and the kitchen sink. I have done it all both in guild and server communities.
Things that I have found absolutely utterly boring and out of place are gvg and solo roaming.
What is left for me is to run in organized or semi organized server groups on TS. Getting to know some people etc. That is the sole and only reason I currently play WVW, and for that matter GW2, since without WVW the rest of the game feels just completely lacking. to me whole SPVP is nothing more then training wheels for WVW roaming and going 3 v 5 or higher, likewise, PVE is nothing more then resource farm + way to get down some muscle memory and timing for new builds to use in WVW.
With a faction system the community will be killed off completely, and so will my reason to play this game. So yea, I will be leaving, not just WVW but the game as a whole.
I played other games with factions, and they ended up being kitten since in the end it turns out that human beings do not want to fight for the win, they want to join the winning team, so from those game that have this implemented it mostly turns our that one team will faceroll the other two. And in the end people will be tired and leave and those left are there to farm something. This is also what happen to EotM (Green team anyone?) when it came out. In the beginning it was actually tried by wvw players but we left it fast and then green team became the winning team and people started to use it to grind stuff.
WvW in GW2 is different because of the server pride. I understand that this is something that is not working properly in lowest tiers, but in EU we have at least 17 servers with dedicated comunities, might be more i don’t know much about the absolute lowest tiers except from what i heard. Removing servers means there is nothing that will keep you tied to something. So the only thing that will be important is the win, and that is were all other games have made it wrong. They created factions. And it failed. None of those game have been able to keep their players interested in nearly 4 years like gw2 and wvw have.
So as a answer to your question. When they change it to factions, i will join it as i did with EotM and see if my predictions is right (as they were with EotM) and when i see they are, i will most likely not play wvw anymore, because i never favored games that only have faceroll trains (no not even if i am on the side with the train), were chats are so toxic and rip groups appart, and enemies taunting on the other side telling how bad the other two groups are.
I spend 3.5 years in wvw, 7000 hours of gameplay in a game mode that i loved and could not wait to log in to it each day. If it turn in to factions or the like were no servers are tied to the people playing it, i will not stay and watch the game mode die.
Hello, I’d like to give a quick introduction to illustrate my position on this “faction” talk that has been floating around.
I haven’t been playing since headstart but I’ve probably logged more hours in 2 years than a lot of the people that have been playing for longer (due to my health/living conditions). WvW is almost literally all I do in Gw2. Of course I’ve explored other areas and for a brief time after HoT I was doing a lot of PvE but WvW has always been my main focus. I’ve been on roughly 12 servers between EU and NA, I’ve commanded plenty (albeit most of it being in EotM), have been a big time solo roamer for ages up until recently when I just kind of got tired of it; basically I’ve done all WvW has to offer and then some.
I’m still not tired of it. I still play WvW every day and I still feel like it’s alive and well despite all the cries of a “dead game mode.”
I’m still not tired of it because of community and pride. I’m not certain how factions would change the game but I do know that any degree of pride I’d have for my own faction would be a lot more watered down version of what I currently have for my home server. Your server is like a neighborhood or a village; you become familiar with people and it starts to feel like a home. You can even go there just to strike up random conversation because you feel comfortable enough with your servermates that the conversation will carry. Or you recognize offending server mates while roaming/zerging and know what they’re like as a player from intimate battles. It gives WvW a special feeling of home/familiarity that I think keeps a lot of us playing despite feeling like it’s a neglected area of the game.
I love to go to EotM to relax sometimes because it feels less strenuous. It’s like a WvW playground for newbies and PUGs that might one day relieve themselves of their training wheels to discover “true” WvW. That’s all fine and good but it also has a feeling of anonymity. I don’t often recognize names that I see there and I don’t really feel like I’m fighting for anything. It’s just red versus blue versus green. I’m not going to have any type of competitive hatred for these colours because one week I might be fighting someone and the next they might be my allies. In real WvW, that never happens and that’s why you develop a competitive distaste for certain servers.
To some, it might sound like a negative side effect that could be remedied with the anonymity of mega-server WvW but it’s really not a bad thing. It just gives you a type of pseudo-patriotism that makes you feel like your server is worth fighting for to beat up those guys. Those bad guys you just oh-so wish to see defeated that mega-server WvW like EotM doesn’t accomplish.
If they pack everyone on to one server, like for example, shove a bunch of people on to JQ that stay JQ but changes colours every week, then that wouldn’t be quite so bad albeit confusing with how many players there would be. But if people aren’t really on a server, they’re just rotating out every week like EotM then it loses a lot of that special community feeling that servers provide.
I understand the idea that those of us on lower population servers should move up but I hope others understand the idea that not all of us care to move up. We love our server and our friends there too much to care that we’re low pop. Of course if factions become a thing we can still talk to our friends but one week they might be our buddies, the next we might be fighting them and personally I’m not cool with that…
So I don’t know about everyone else but if factions become a thing it may very well be the straw that broke the horses back… I’ve weathered a lot of things through out my days in WvW and this isn’t one of those things I’d be willing to weather.
See memories of good and bad times attached below:
1) Golem rush week on Crystal Desert, #winning
2) Siege trolled on Ferguson’s Crossing.
3) The one time we managed to pull that kind of PPT against Dragonbrand!
4) 25 PPT during Isle Of Janthir’s downfall against Fort Aspenwood. I sieged a camp and held my ground for 4 hours.
5) Going ham on Desolation EU – everyone put a commander tag up just for lolz and we rolled all of EBG (back before coloured tags).
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
I’m right there with you on this. You’ve written my thoughts exactly.
It will be the final straw for me too, sadly.
The whole freakin’ map is a puzzle.
Nobody who understands wvw at all thought there would be a mass influx of players. We knew the maps would be awful as soon as we saw the previews. The few people they let beta test told them it would be a good pve map, but not a wvw one. Anyone who spent their time in wvw upgrading and defending could have told them that autoupgrades were a horrible idea. We knew revenants would be ridiculous as soon as they told us it would be a heavy armor class with 1200 range and group support.
Everything added by anet to wvw after they removed culling has been bad. This entire failure of an expansion is just the culmination of bad decisions. They never had any idea what wvw players wanted, but they also never had the resources to completely ruin it, until HoT.
how do you make the masses loyal enough to participate in wvw consistently?
You don’t. Where WvW lacks or loses player loyalty, it is a problem of boredom.
There is no “make the masses” do anything in gaming. You encourage it, with fun that is addictive and inspires desire. That is how WvW became a thing to be argued in favor of by its fans.
When it is forced as in “make” someone do something, you have conditions like relentless grinding, time-gating for its own sake, and collective cognitive dissonance between company and customers where neither side can agree with the other’s mental image of the thing despite being able to see the other’s perspective clearly. All things that the silly GW2 Oath propagandized against. They are old mistakes all over again.
Those mistakes are the root of the GW2 complaint meta.
RvR isn’t “endgame”, it’s the only game. Cu in CU.
Once something’s full, it’s full, and a new map/campaign is created. Meaning there was no reliable way to get into the same map as others — and most certainly if it’s guild controlled, those single/random/pugs will be left without the team they worked with the past three years.
So if ESO’s campaign/alliance system doesn’t work, what’s a good solution to merge WvW servers then?
I was personally happy with the server caps and letting the population readjust. Players had started to do that, but too many weren’t willing to wait a couple months to see its benefits.
Most of the current issues with WvW on GW2 are mechanical and easily fixed by Anet. Some simple changes would help get people back onto the maps, but unfortunately it’s not been responded to.
There was a massive loyal WvW following for GW2, mostly because nobody else out there had anything like it. And because of that and longevity Anet captured the loyalty of that part of the market. That’s incredibly hard to do, particularly with an MMO. Only legacy games like EQ1, EQ2, and WoW had managed that prior. People may have left to try out other games, but they always came back to GW2.
Now, I’m not so sure.
(edited by Jayne.9251)
There’s a reason ESO RvR failed.
Even things that “fail” have good ideas. If you borrow those, then you are on a good path.
So wait.
Take a system that was universally shunned by players who tried it, and who later came back to GW2 because its system was better?
The solution is to try something we already know players did not like? To the point that ESO had to offer the game as F2P to stay afloat and stem the players bailing on the game?
There’s a reason ESO RvR failed.
these confirm that wvw alliance is happening
FROM REDDIT
LEAKED UPCOMING CHANGES
https://www.reddit.com/r/Guildwars2/comments/3uznbc/major_wvw_overhaul_colin_j_ft_e/#s
At this point, who cares?
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
Guys, guys…
Do you realize how much work it is to type “no”?!!!
Then you gotta hit enter Omfg
Don’t even get me started on yes
Youtubes: https://www.youtube.com/playlist?list=PLpXd26ZeABJNWi83dXDjtoZ8Lf-4IJ9Gu
Unfortunately, this type of “communication” is becoming the norm. At one point we got platitudes like “We are aware of the issue” and “We are looking into it” to keep us quiet. Those stopped. Then we had a void with nothing but thread moderation. Now we get things like retroactively changing patch notes to reflect undocumented changes without an editing history and mass thread deletions. I used to come to the forums to learn about the state of the game…. Now I just come for my daily dose of salt.
…of the cancer known as Coalescense of Ruin or as must of as know as “the WvW Plague”
Rev Hammer #2 has a 2sec more or less Spammable 8-10k Crits from Range that made GvG’s and and any large scale encounters the saying “most Revs wins”.
Great news from the Anet balance Team.
Servant of Dhuum
(edited by Ravezaar.4951)
WvW feedback / suggestions… or… Why pretty much nobody plays on your new map.
Having spent considerable time on the new desert borderlands map, I feel an uncontrollable need to provide some feedback. I’ve heard rumors that a major WvW overhaul is under way, perhaps some of this might help those designers to better understand things from a player’s perspective.
A short background – I play WvW a lot. More than most people. Definitely more than the current intended audience that ArenaNet seems to be designing for. I play with an organized guild / skill group. I’ve commanded guilds and pugs. I follow blobs sometimes. I roam in small groups and solo. I used to even take over a tower or keep and just upgrade and defend it for hours sometimes. I play every profession and every imaginable build and role. I have thousands of hours invested in WvW, thousands of WvW ranks, and WvW has been, for the last couple years, the only aspect of GW2 that has kept me playing. I’ve played in both NA T1 and T4 since the expansion, and seen much the same issues in both.
So, for those at Anet or on these forums who might have a limited understanding of the game mode, let me lay out a few things which I feel are crucial to WvW “working”…being fun to play and worthwhile and fulfilling for those of us who primarily enjoy it over other game modes. These may also give a bit of a clue why so few people play on the new map…I believe its design displays an unbelievable lack of understanding about the game mode.
Let me start with a very basic premise that I believe should be true to make WvW a fun open-world large-scale PvP game mode.
My premise is this: It should be about fights. Mixing it up with your opponents. Clashing with red names.
The whole design should start and end with this. Everything about the game mode should encourage, incentivize, and streamline people fighting in large groups, small groups, and duels. Period. Dueling isn’t a dirty word. I have no idea why ArenaNet has always made that so hard. Yes, there’s PPT…but PPT should be about fights, too. Want to take an objective or hold one? It should be a fight!
This idea that WvW is just a place for people who love PvE to dabble in the safest, lowest skill PvP is totally wrong. You should be designing ANY game mode for the people who want to play it well, and be rewarded for doing so. I’m in WvW because I want to play large-scale open world unbalanced PvP battles with attacking / defending objectives as an incentive/focus/variable to the action. I want that freedom to develop builds, comps, and tactics and use them to defeat opponents, so I need opponents readily available along with friends.
Right now, the game design heavily favors joining a map queue blob and karma training around knocking over objectives with no resistance…never meeting or even seeing any enemy forces except for the occasional blob verses blob press 1 festival of lag. Builds don’t really matter, levels don’t matter…you just stick to the zerg like glue and profit. This needs to change. So here’s how.
-You need to be able to get to the fights.
There are several parts to this, but it really should be a given (for some reason it seems that it’s not). First of all, through scouting or skilled reading of the map, I need to be able to FIND the fights. I need clear ways to see and follow an enemy’s movements. The change to sentries is a step in this direction, and one of the few positive things about the expansion for WvW.
Once I know where the enemy is, I need to be able to get there. Either by myself, with a small group, or with a large group…players need to be able to get to where the action is in a timely fashion. If I have to run a 10 minute obstacle course to get to where the action is, the action will be over. There is little more frustrating in WvW than being late to a fight. This is a PvP game mode and the idea is to be able to mix it up with opponents, and decide things based on attackers and defenders both being present and one side outplaying the other (ideally). Should attackers be able to “surprise” cap an undefended objective? Sure! But that should come due to good strategy, not because the defenders are running 500 miles of stairs to get there.
This is an area where the new map falls down big time. Want to know why few are using the map? Because a large percentage of the time, it’s painful or even impossible to get to where the action is happening. By the time you get there, it’s often over. If the objective of the new map design was to provide a safe way for PvE players to run around and PvDoor objectives, than this is exactly the map for that. It’s totally wrong for PvP. The “verticality” BS that you’re using in PvE maps to make them seem larger than they are because it takes half an hour to go five feet…does NOT lend itself to any type of PvP other than the kind where nobody fights each other. Yeah, that makes no sense.
-You need to be able to get BACK to the fights.
This should also be a given…but perhaps the totally obvious emergent behavior in WvW isn’t obvious to people who don’t play the game mode very much. The behavior is this…fights tend to happen near to waypoints. Why do you think that is?
If you want people to be willing to mix it up and actually engage against other players, it cannot be super painful and time consuming to get back to the fight if you die. If dying creates too much of a penalty (I can’t enjoy fighting for several minutes simply because I got slightly out of position for a second), people won’t fight. This is displayed quite clearly, all the time, in WvW on every map. Fights may start over an objective, but they just about always migrate towards the respawn points. Smaller-scale fighting, dueling, etc…these things happen where both sides have a nearby waypoint. Constant ongoing fighting happens when both sides can easily return if they die.
The new map again is an example of what not to do in this respect. Basically any death on the new map incurs a huge time penalty. It’s too hard and slow to get back to wherever the fight was, so people don’t fight (or fights are fewer and farther between). The new waypoint system is terrible. Most of the time nobody has a reasonably close waypoint to any fight. Things are always contested…it’s just WAY too hard to get back to a fight, so very few people are willing to engage unless they have an overwhelming force. The new map absolutely killed roaming / dueling on the borderlands, in large part due to this problem.
- Defending needs to be a thing.
Anet paid some lip service to this idea, but really misfired with the design. It’s way too hard to get to objectives to defend them (see the two points above), and when you do manage to get there…the new objectives are harder to defend instead of easier. Whoever designed the “kill boxes” around the doors on towers and keeps has obviously played very little WvW, or only plays as part of a blob. A Defensive position is completely worthless if it’s a thin walkway directly above the opposing zerg…because they can just cast all their AoE right under you and murder anyone or anything up there. The “kill boxes” are death for defenders, rather than attackers. Why?
Viable defense for a tower or keep needs to account for a small number of players defending against a zerg…because this is what happens the vast majority of the time. Because joining a giant blob and karma training around the maps is so heavily encouraged and incentivized by the game design (most rewards, easiest play, safest play), very few people defend. In order for defense to be viable, the defender needs to be able to hit the enemy without being hit themselves. Very basic…but it’s the central design of all defenses since tribes started building huts thousands of years ago. I have to be able to hit you without you hitting me.
Now I know it might seem on the surface that it wouldn’t be “fair”, but again, remember how the game is played. The vast majority of the time, a huge blob is running up and bashing down the door of the tower and one or two guys are frantically trying to stop them. The blob doesn’t need any more help, for heaven’s sake. Help the two defenders so defense might be a little fun and worthwhile and then more people might do it and fights for objectives might require a bit more than just getting in a blob and running over everything.
If a large attacking group and a large defensive group show up at an objective, the defenders should have the advantage. It’s a tower or keep, is it not? Attacking forces should be trying to draw enemies out of defensive positions, rather than just beating the door down and having all fights in the lord’s room. Defenders shouldn’t have to sacrifice their wall or door just to create a choke point and actually fight to defend.
- Objective cascades.
To make the play a little bit about strategy and skill rather than just zerg (and to create more fights), objectives should be set up so that siege from one can hit others, and so that objectives block access completely to areas of the map. I should be able to control an area if I own an objective, and forces should be able to “creep”, taking one thing in order to take another in order to take another. This is possible on EBG and was a little bit possible on the old borderlands map, and that style always provides for more actual conflict. The new map is a mess in this regard as well. There should be more of this, not less.
This idea will focus players into areas of the map…allowing them to find the action and keep fights going. This also incentivizes defense, because the value of objectives is more significant than a bit of PPT for a tick or two. It brings the opposing forces into contact so fights happen, rather than zergs just dodging each other and playing ring around the rosy back-capping for karma.
- Real, actually fun and worthwhile play for any size group, including individuals.
I know this isn’t easy, but the design should strive to achieve it. ArenaNet should constantly be thinking about the solo roamer / dueler, the small havoc / skill group, and the large group. Unbalanced PvP means that all those play styles are going to occur, especially for those of us who play the game mode a ton. How are each of these play styles encouraged and rewarded? How are they supported? All of the above need to be possible and worthwhile to get the maximum number of people playing the game mode 24/7. We don’t always have a zerg, even in tier 1.
I won’t always have my guild online and raiding. Sometimes I might still want to play WvW. If all I can realistically do is run around taking sentries or killing yaks without ever seeing an enemy player, I’m probably going to log off. This is another reason why the new maps are so lonely.
Objectives need to scale better based on attackers. The auto-upgrading system is not good. It further incentivizes getting in a blob and ignoring anything except the door in front of you. At the moment, camps auto-upgrade just by sitting there to a point where soloing them is extremely annoying and takes too long, and defending anything as an individual is worthless and frustrating. You’re leaving roamers with very little to do. There’s absolutely no reason not to cater to multiple play styles, because more people on these maps is better, right?
There needs to be a super easy way to find and play with others, both enemies and friends. If I want a group I should be able to find and join one easily. If I want opponents to mix it up with, I should be able to find them. I know, crazy. Whatever play style I’m in the mood for, I shouldn’t have to spend an hour looking for it.
Some suggestions -
WvW maps should be designed with the above in mind. Getting to the fights, getting back to the fights, objective cascading and area control, and support for solo, small, and large groups.
WvW needs to be more rewarding, in line with PvE and sPvP. Add reward tracks like sPvP if you want…some method where WvW players can earn everything the other game modes can earn, and in comparable amounts of time. It’s fun to play the game the way I enjoy, not be forced into a game mode I hate to get the reward I need / want. You’ve made steps in this direction for other game modes, it needs to come to WvW big time. Steps in this direction have been far too little and too slow. Stop picking at the edges and tear that band-aid off all at once. Make it rewarding.
Objective upgrades need to be manual. Players need to be actively engaged in fortifying / defending, and it needs to be as rewarding (fun and gold) as attacking. How about a system where upgrades require turning in large amounts of supply…allow players to loot supply from their dead opponent players. This way, fights matter more, and a successful defense against a blob will provide resources to better defend next time, rather than the zerg just slowly beating you into the ground with shear numbers.
There should be objective upgrades which over time create defensive positions in the objective where defenders and siege can function to defend and can’t be hit by attackers until the attackers enter the objective. Yeah, you read that right. Don’t worry about the attackers, they’ll figure out ways to succeed, and the game already heavily favors the PvDoor blob.
There should always be places on each map where at least two opposing forces have nearby waypoints which are not contested. Design with the idea of hot zones in mind…creating places conducive to people mixing it up and diving in to try actually fighting without so much penalty for losing. Bring people into contact with their opponents with less formality and effort.
More strategic objectives which can be attacked / defended by small groups or solo players (like camps).
Populations / coverage need to be more balanced across servers. I’m not sure how you do this, but it needs to happen. Some sort of megaserver implementation that allows guilds or servers to play together? Merging lower-tier servers into higher-tier? Something.
You’ve got to figure out game design ways to break up the blobs. You need to incentivize and support smaller forces acting alone or in concert on a map. Just running in a group of 60 and pressing 1 all day should be the LEAST rewarding and effective method of play. I’ve suggested ways of doing this in the past. It needs to happen.
Thanks for reading.
(edited by Fozzik.1742)