Wintergrasp Fortress is Poorly Designed.

#0 - Feb. 26, 2009, 5:48 p.m.
Blizzard Post
What Wintergrasp Fortress SHOULD Be:
Symmetrical
There should be no reason to attack one side rather then the other.
Designed around the Current Server Architecture
Specifically there should be NO advantage to clumping up ALL your players on one spot.

What Wintergrasp Fortress IS:
Unsymmetrical
Attacking from the WEST side is easier then attacking from the EAST side, as players are forced out onto the eastern side of the fortress as they reserect from the WIntergrasp fortress graveyard.
Designed so that everyone groups up
Once the walls start to fall, the fallback position is EXACTLY in the middle, protecting ONE object. SO you get 500 people within a 120yds radius.

How can you fix this? Unfortunately nothing but a redesign of the fortress will fix the second prtoblem, there is no simple tweaks to prevent 500 people on 1 spot.

Solving Symmetry Problem
The symmetry Problem is an easy one to fix, a second path from the GY onto the western courtyard. This gives the advantage of defenders having tomake an extra strategic decision is made upon reserecting, which side of the fortress needs help more. Rather then the run of 30 people all down the same side.
This change would also removes any advantage to attacking from a particular side as reinforcements arent just funnelled down one side of the fortress.

Solving the Server Issue
*The clumping of player issue can be solved as follows. The objectives for taking the fortress is changed....
Rather then destroying a SINGLE object to win the battle.
The fortress would have NINE strategic points, upon the fall of FIVE of those, the fortress is under the ATTACKERS command. This means that even at worse case scenario, the defenders need to split up into 5 groups to defend the objectives. This spreads out the players enough so that the server can handle it and reduces lag on the server.b
The only problem with this idea, is that the defenders must be able to protect themselves against a zerg of attackers all attacking the same point while defenders have to spread. This can be done with aoe Cannons like we currently have.

Update: The amusing thing now is that this series of posts STILL holds merit.
Since I started this post Blizzard have tried the following to remove Lag in WG

    1.) Made all southern towers destruction remove 10 minutes from the game.
    2.) Turned the daily quests into weekly quests to remove numbers from the area.
    3.) Turned the BG into a MAXIMUM of 120 v 120 with a queue system.

AND STILL there are complaints
Q u o t e:
Tried WG last night for the first time since the patch, the game went really smooth until the alliance broke the inner walls - and then no horde could preform actions any longer "spell not ready" "another action is in progress", 30s "instant" casts, etc

I was under the impression that the new queue system was suppose to change this, the entire idea of the zone is rather lost when it's boiled down to which ever faction hits the lag wall
Q u o t e:
All smooth and all fine, no lag encountered all the way from the south to the fortress, nice frames per second, 60 as always.

Got inside the fortress at some stage and suddenly had to deal with a whopping 7 frames per second.............. some choppy screen moments later, I am dead without being able to initiate a single strike. Clicked the icons in set order, but none did a thing........ the lag is really bad in there.

Both taken from http://forums.wow-europe.com/thread.html?topicId=10543154257&sid=1 in 3.2

I think we have gotten tot he point, where anyone with a pair of eyes can see the problem is with the design and objectives of the area and not the players. This 1 central objective causing the entire map to clump together is the problem, REDESIGN the fortress and the methods of getting rank and you will solve your problem.

The post in this thread http://forums.wow-europe.com/thread.html?topicId=8136496835&pageNo=2&sid=1#29 provides a solution. Balls in your court Blizzard.
#21 - March 3, 2009, 4:52 p.m.
Blizzard Post
Q u o t e:
Solving the Server Issue
*The clumping of player issue can be solved as follows. The objectives for taking the fortress is changed....
Rather then destroying a SINGLE object to win the battle.
The fortress would have NINE strategic points, upon the fall of FIVE of those, the fortress is under the ATTACKERS command. This means that even at worse case scenario, the defenders need to split up into 5 groups to defend the objectives. This spreads out the players enough so that the server can handle it and reduces lag on the server.b
The only problem with this idea, is that the defenders must be able to protect themselves against a zerg of attackers all attacking the same point while defenders have to spread. This can be done with aoe Cannons like we currently have.
We are aware that the Battle of Lake Wintergrasp has been subject to continued performance issues when a large amount of players participate in the Battle at the same time. While the map of Lake Wintergrasp is designed to sustain a large amount of players, the original design was to spread out this number of players through the use of the tower objectives in the southern area of the map. However, the southern tower objectives turned out to not be attractive enough due to the following reasons:
    • The towers are too far away from the main battle at the fortress.

    • There is a lack of incentive to go to these towers as you end up missing out on honorable kills, honor points, and daily quests compared to fighting at the fortress.
We are working on addressing these issues in the upcoming major content patch and will retune objectives in Lake Wintergrasp in order to properly spread out players in the zone. We are confident that if the participants of the Battle can be spread out, then much of the current performance issues will be resolved. As always, we will continue to work on improving Lake Wintergrasp and will carefully monitor any changes for additional consideration as needed.