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Where would you want a new WvW to be set in? And what features would you like it to have?


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Posted

Would you like a WvW map set on the surface of the Jade Sea? In Echovald Forest? Ontop of the ruins of Drowned Kaineng with bridges connecting buildings? Or some other location, like the Fire Islands? And what features would you like it to have? Or would you want it to mechanically be a clone of a pre-existing WvW map?

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Posted

I'm a big fan of the theme of edge of the mists of it being a tonne of different biomes and architecture mashed together, it's like playing on GW1 concept art. Less of a fan of the bridges kind of forcing certain routes and making it harder to get around.

I think something with the aesthetics of EotM but with more open ways to get around (akin to Alpine Borderlands) would be great. Or give us something where it's the Hall of Heroes as a big keep that can be taken, and then the surrounding area (assuming there is one.)
It's the Mists, give me more cool throwback stuff!

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Posted
1 hour ago, Esufer.8762 said:

I'm a big fan of the theme of edge of the mists of it being a tonne of different biomes and architecture mashed together, it's like playing on GW1 concept art. Less of a fan of the bridges kind of forcing certain routes and making it harder to get around.

I think something with the aesthetics of EotM but with more open ways to get around (akin to Alpine Borderlands) would be great. Or give us something where it's the Hall of Heroes as a big keep that can be taken, and then the surrounding area (assuming there is one.)
It's the Mists, give me more cool throwback stuff!

Seconding the Mists with some colour variations, fewer bridges, more landmass and underwater that is some what relevant. Stability is already a prerequisite, let's not make it more so to avoid being flung to your death.

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Posted

Anywhere

Literally anywhere

Upload a new borderland where it's a giant flat untextured field with a few rocks and trees and I will celebrate

Anything but the same stagnant maps we have had for so long, anything at all. Or make actual changes to the borderlands etc, add some hills, add a mini forest somewhere, add a small pond for all I care, change literally anything and I will be happy about wvw

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Posted

I would say any theme is fine as long as it doesn't overload my CPU/GPU with particle effects or props that look cool but are not really important for the game mode. I think it is more important to have a responsive game mode.

Other than that, I would like to see new mechanics and synergies between the captured objectives. For example: If a team captures all the tower that surround SMC at EB then when they capture SMC (while still holding the towers)  then the airships would hit a random enemy keep destroying all of the outer walls. 🤣

I am sure people would love that 😁

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Posted

So a new wvw map will need at least 20 exits out of spawn to keep the non-magummies from spawn camping.   Places that only ranger, ele, guard, and engi can access and pew pew with zero consequences because anet loves them so much.   kitten other specs am I right?   Zero locations for Mesmer to blink to, actually just delete blink from the mode or the class altogether.   Secondly I’d like more jp objectives to get to other objectives.   The dude that designed the fire islands jp would be perfect for this.   Mmmm what else what else.   Raid boss mechanics on towers and keeps.   Yea that sounds nice.

Posted
On 3/2/2023 at 3:48 AM, Valfar.3761 said:

Would you like a WvW map set on the surface of the Jade Sea? In Echovald Forest? Ontop of the ruins of Drowned Kaineng with bridges connecting buildings? Or some other location, like the Fire Islands? And what features would you like it to have? Or would you want it to mechanically be a clone of a pre-existing WvW map?

Some type of charr/ascalon map would be fun. Maybe like a post searing or pre searing theme to it and instead of having a castle (SMC) that everyone is fighting for its the ascalonian wall and its massive height or something significant like that. Centering it around the wall could open the possibility of having siege turtles on map in some way.

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Posted (edited)

They could have a guest map each match from the core and expanded game maps. It would take a lot to deck out too many maps so they could cycle through some of the more popular maps from the different regions. They could launch a new side story about alliances spilling out of the mists to clash over territory and power points or items to render some gimmicky but regulated aid, aesthetic, or quality of life effect to their peoples on the normal WvW maps. 

There could be open world hot spot events on the corresponding and region adjacent World maps that could spawn some mobs that represent a WvW Keep or SMC attack or some engaging event from one of the new cycled maps that can be hit up like a Champion or something and a selectable choice to join or qeue up for your Guild or Alliance in WvW or maybe even join some kind of spectator mode that could tune into and cycle through players who have selected the option to be viewable if they're in that event in WvW (it would be fun but feels like tag watching easy mode maybe) could tune into semi adjustable location scopes during that event and mainly from a location perspective from your guild or alliances side or neutral angles that can be cycled but can't follow around.

It could give a perpetual player driven narrative appropriately and in theme within the larger game story to keep things new while also reconnecting WvW to the rest of the game without swarming the open world maps and disrupting normal pve. It also wouldn't pull numbers away from WvW or really disrupt the flow there either apart from a map cycle.

Edited by kash.9213
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Posted

When I think of the last expansion I bought and the immense breadth of new maps PVE has got, and still no new maps for WWW, it drives me crazy.

But on the other hand I got a warrior with a strange sword that can also shoot. ( never used until today )

You should pay a little more attention to the official forum and what the players are asking for. You may find that with less effort and less work you could cater to a larger platform of players. You might be surprised.

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Posted

Another vote for including Edge of the Mists for standard WvW play, with some better mobility tweaking and what not. Seems like it would be a ton less work to revamp and a quicker return for the effort. 

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Posted
On 3/2/2023 at 10:48 AM, Valfar.3761 said:

Would you like a WvW map set on the surface of the Jade Sea? In Echovald Forest? Ontop of the ruins of Drowned Kaineng with bridges connecting buildings? Or some other location, like the Fire Islands? And what features would you like it to have? Or would you want it to mechanically be a clone of a pre-existing WvW map?

Alpine is snow, Desert is sand, EB is grass...so one of the Alpine maps should be a water map with lots of islands. Not so much focused on underwater fights but you know you can't put siege in water, so it could be an entirely different way of dealing with siege and siege placement.

Also zerg fights would be completely different with islands and water in between. 

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Posted (edited)
On 3/2/2023 at 10:48 AM, Valfar.3761 said:

Would you like a WvW map set on the surface of the Jade Sea? In Echovald Forest? Ontop of the ruins of Drowned Kaineng with bridges connecting buildings? Or some other location, like the Fire Islands? And what features would you like it to have? Or would you want it to mechanically be a clone of a pre-existing WvW map?

At this point I don't really care, it has been almost 10 years since EotM. At this point we should have had it all. They've had 10 years to figure  out their underlying map- and instancing mechanics. They've had 10 years to find a small team of map designers who actually understands how WvW works and can build maps to the specs and quality of the original maps (eg., EBG). Whatever cosmetics they put ontop comes secondary, if even that.

The problem with EotM and DBL is not that the maps are set in the Mists and in the Crystal Desert. The problem is that they put PvE map designers on designing them who had no clue how to place and space the objectives properly, creating fun sieging and counter-sieging spots or providing ample open spaces or well thought-out run-back patterns to link up with friends and find content.

The map was always the problem with EotM, never the system. If they can figure out map-design, mapping system (instancing) and reward systems (reward players and groups for what happens on maps as they play them; which they, to their credit, are at least doing some tippy-toe work on) then that could easily be the content for WvW. The vision/strategy/concept level of this game mode is so easy to figure out. They don't need to reinvent the wheel over and over, just fix their systems and deliver.

Now we even have attack- and defense events etc., but even that is an example of superfluous and wasteful design because they could easily just have rewarded players for maintaining kill/death and capture/loss ratios when they play. They could even have done more things with guild missions, starting timers for maintaining positive/negative averages as the timer runs: Rather than pushing players to unnatural grinds that does not follow the flow and levels of content.

To a professional company most, if not all, of this stuff should be easy! I can appreciate that their map systems have dinosaur code, but seriously, they have had enough years, years, to rebuild that from the ground up into something as conceptually simple as a single map-type carousel that can host a number of differently-themed yet similar maps. There is even so much stuff they could have done by just being creative with what they already have. Just skin EBG ontop of EotM and start there. That they even haven't done that yet is alarming.

Edited by subversiontwo.7501
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Posted

Assuming a completely new map, no alteration to existing maps:

I would like to see a map with more deep water areas, that you can manipulate with shrines or holding certain towers. A control over Fire would make the water "boil", so it would hurt swimming in it (alternatively, the use of the Turtle can shield you from the effect, so the Turtle gets a use on this map as a WvW mount). A control over Water would raise or lower water levels (siege can only be build on "normal ground", raising water levels could submerge siege, so it gets the "disabled effect" if already built, or you can get new spots to place siege at special places when lowering the water levels. Wind shrines would affect dollies that can now "walk on water" when you possess a Wind effect, otherwise they are slowed or diverted to longer routes. Earth shrines could open up or close tunnels or barriers.

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Posted (edited)

I would love to see new maps. But given the suggestions I’ve seen over the years I see why they don’t do it.  
I know the comment above about Tangled Depths is in jest, but I’ve seen serious ones for jungle or forrest maps. Or underwater maps complete with under water keeps. No, just no; these would be terrible WvW maps. 
The reason the desert map sucks is not because it’s too big (despite people saying that). It’s because it’s too convoluted. You can’t be trying to navigate a maze while you’re playing WvW. 

I agree with the poster above:  The designers of the original EB and Alpine maps knew what they were doing. Just find someone who knows how to design an RvR map and let them do it WITHOUTlistening to the players specific request’s because there is no single “WvW player “; there’s a bunch of people with widely differing opinions. 

Edited by Johje Holan.4607
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Posted (edited)

Scripted army of attackers and defenders that break the door and push each other with bodyblock ( Lord of the Rings 2).

If you have captured the hylek or the Desert Shrines , you get better army .

If have captured 2x nearby objectives it demorilize the defenders and they will loose faster (sent  someone to relief them -split the enemy ) .

Defenders can mask themselves as defenders (wtih decaying hp) and try to find and  kill the "mega-boss-npc" to push back slowly the army . The more defenders , more kills , more pushbacks

Enemy Rams can "Strike -Pinball" their nearby  npc to the target their are aiming (try to find the masked defender or hit the "defender-mega-boss") . Other ranged weapons increase the "decay damage" they take .

If enought defenders/attackers stand near the doors , then GvG is enabled with the old GW1 bodyblock mechanic (or the Fractal mechanic)

 

Edited by Woof.8246
Posted
On 3/3/2023 at 7:19 PM, dead.7638 said:

 The dude that designed the fire islands jp would be perfect for this.

No.

 

what everyone has been asking for is a free-for-all underwater-only map. get your underwater weapons out, learn your underwater skills, make a market for legendary underwater weapons/skins and make it worthwhile. we have not gotten any new classes in the game since rev (what a letdown), at least vamp some underwater skills and make them fun and appealing.

trolls will love smacking on fishers if we so desire a fishing area, but do not make it pve-related. fish for some memories of battle or skirmish tickets. god, anything that would produce more memories and tickets than buying on tp or sitting afk farming pips and repairing walls like a putz.

 

ty for reading my book.

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