#443 - March 11, 2014, 11:37 a.m.
There have been far too many proposals here for me to directly comment on each of them, so I’m going to try and take a broader stab at things.
Firstly, something that I’ve seen in more than one proposal and something that we just can’t do in our game, is the idea of consolidating maps or making larger maps. It is a problem on multiple fronts, but the most obvious issue is that we simply can’t fit more players onto a map than we already have, so even if we were to make a larger map, we couldn’t have a corresponding increase in the number of players on that map. Proposals that rely on that idea are simply untenable.
The discussion point, proposal, whatever you want to call it, that I think is the most useful in terms of designing WvW maps and gameplay is the talk about how to build objectives that feel like they make tactical sense. I think that it is something that could definitely be improved in a new map or with a major rework to the current maps. Having logical and tactical objectives, like a tower guarding a canyon, is something that I think would greatly improve WvW in terms of moment to moment gameplay and longer term tactical gameplay.
That somewhat feeds into a larger issue that is outside the bounds of this particular topic which is defending objectives. It is absolutely the case that we have a hard time correctly tracking defense and rewarding players for it. It is something that we’d like to address on a system level and something that we hope to have a solution for across the board before we do any piecemeal changes. It ultimately comes down to a similar issue to that with the dolyaks, which is that the game isn’t able to track who is escorting a dolyak unless they do something like kill another player which doesn’t usually happen. Until we fix that gap in the game’s knowledge of what is going on, we can’t accurately reward players.
Both of the above things are ways to substantially change the necessity of tactics in the game and to make WvW more about well-organized groups. That’s something we still aim for when we make changes to the game.
One final note about the CDI generally, I’ve said it before and will say it again, the purpose of these threads is to discuss design not to create a work order. What we discuss here is not a promise but an avenue for us to discuss our views on aspects of the game with you all. That means we challenge each others assumptions and hopefully come to a better understanding of what will make GW2 better. Some times that manifests in things we talk about being made and sometimes it manifests in us having a better vision for other things we are working on. I hope that correctly sets expectations about things here. Thanks for contributing as it makes us better designers and hopefully means GW2 will be better off in the long run.