Jump to content
  • Sign Up

We need new Non Alliance WvW Content


Ausar.9542

Recommended Posts

We need new Non Alliance WvW Content.

the game gets seasonal festivals that effect the world, I would love it if we could have some of the concepts of these festivals effect WvW  Gameplay in someway besides the Reward Tracks. 

 

Maybe new structures based on Halloween event for example, or new Halloween npcs on the map. New limited time Siege weapons during the festival event. Stuff like this could be great and keep WvW feeling fresh

  • Like 2
  • Confused 2
Link to comment
Share on other sites

Said it before, and will keep saying it. Add additional maps. One would a copy of the current living world map with NPCS or not as needed and add objectives to it. Be them simple capture points with a Champion and  vet guards and supply camps that can ranked up. Gives WvW players new maps to play and allows us to play new content in a different way or at least in a way to play the maps that are designed for the living world. The backbone from there can be expanded to allow for additional features down the road but lays a groundwork for future map mods. When living world changes so does the additional map.

  • Like 1
  • Thanks 1
  • Haha 1
Link to comment
Share on other sites

Get rid of EotM (but keep the arena somewhere! i love that:D)

instead of EotM you can now Queue for "Mercenary war".  Mercenary war doesnt allow for teams. You will only be teamed with your group. Should your Group be bigger than 10 people, your rewards will be significantly lower.

"Mercenary war"-map will rotate every relink. The map will be a PvE map with no mobs on it, but 30 Capturepoints scattered across.

Holding those points will give you [inset cool currency]. You can spend these points on a merchant for various things.

 

 

 

Edited by Sahne.6950
Link to comment
Share on other sites

At this point in time, I am starting to think that "old GW2 map code" (from the original game), which WvW mainly consists of, is so hard to temper with without the fear of breaking stuff, that ANet devs do not dare to add anything to the existing maps, without the fear of "domino effect" making everything more volatile and prone to fail. There are so many small changes Devs could do to bring back QoL or old features that would be "content" the OP wants to see.
e.g. bring back crafting stations and WxP potions (for QoL), reduce guild mission requirements for some (dollies, sentries, camp cap) to one player only to create more "play together, more often" chances. Adding more options to the daily list (discussed very recently here on the forum) etc.

But also the lingering bane of "old broken stuff", like gaps in walls, invisible walls (or the lack off, depending on how you see the problem); out of sync dollies between certain camps that teleport around or are out of reach to attack on spot they are displayed on the map. Then there were the WvW seasons that had extra rewards and have not been so bad (with the exception of the first season, which had too high stakes to finish and burned out people). Trying something like season 2 or 3 again? Never ever mentioned again.
Rewards after finishing Alliances sounds like a vary vague thing, close to "after the war at half past five" (who ever gets reference), so we can just pet the dollies and sharpen our swords for whatever will be in the future...

Link to comment
Share on other sites

9 hours ago, TheGrimm.5624 said:

Said it before, and will keep saying it. Add additional maps. One would a copy of the current living world map with NPCS or not as needed and add objectives to it. Be them simple capture points with a Champion and  vet guards and supply camps that can ranked up. Gives WvW players new maps to play and allows us to play new content in a different way or at least in a way to play the maps that are designed for the living world. The backbone from there can be expanded to allow for additional features down the road but lays a groundwork for future map mods. When living world changes so does the additional map.

That's pretty much heading towards an open world pvp option, and that is never popular in this forum. The feedback I see when something like that is suggested is that a lot of people still want their flat open maps and they'll rage about any pve gimmicks, like stuff to do that's not in of the hottest part of the map during a queued up prime time.

Link to comment
Share on other sites

2 hours ago, kash.9213 said:

That's pretty much heading towards an open world pvp option, and that is never popular in this forum. The feedback I see when something like that is suggested is that a lot of people still want their flat open maps and they'll rage about any pve gimmicks, like stuff to do that's not in of the hottest part of the map during a queued up prime time.

 

Keeping the capture objectives simple is just a thought toward them not having to add more in-depth structures since that could add a lot of time. Maybe instead they create some structures that are easy to pick up and drop into some of the living world style maps or they simple add more numerous capture points. Could even go with a tug of war style capture points. Picture something like 6 lanes a map and in each lane only one point is open at a time and needs to be capped before you can go to the next one in the lane. Add in various sentry points throughout the map for more strategy while moving about and such. Translation if the biggest issue with new maps in WvW is the map followed by the complexity of the structures then start simple and add more complexity as we go. Since there map resource in these cases are already in existence it remove part of the cost requirements.

  • Like 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...