Technical issues aside, WvW simply isn't what we've been promised.
Warning: DAoC (pre ToA) references beyond this point.
Like it or not, but this game clearly tried to attract the DAoC crowd, still waiting for that epic RvR game after ten years.
I could go on for hours here, but I'll try to keep it short.
To put it simply, it's not world versus word
. It's a glorified arena.
In no way can this game create the epic feelings of a constant struggle between three factions in a presistent environment, for the following reasons:
- Maps are way too small. A zerg can literally be anywhere on the map in two minutes. This removes any meaningful strategic decision from the equation. We don't need to keep guild X watching over zone X and guild Y watching over zone Y, because crossed swords, contested icons and minuscule maps remove the need to make difficult decisions.
Difficult decisions are needed to create an interesting scenario in fictional warfare or it quickly becomes too predictable and boring.
Remember the need to keep an eye on all three frontiers (OLD frontiers) on DAoC, or risk missing some crucial action?
Not needed here. Small maps, crossed swords and you can be anywhere in two minutes.
- Objectives too easy to capture. It feels like capturing flags, not taking towers.or keeps. An undefended, fortified tower can be captured in two minutes flat. Make it five for a keep. Sure, important objectives shouldn't be left undefended. But a fully upgraded tower should not be capturable in two minutes, period.
Also, a keep should not be capturable by five people.
Where are some hard objectives like DAoC's relic keeps? Or even upgraded standard keeps?
We need some objectives to be impossible, even if undefended, for small parties.
- Too many objectives. Having shit to capture is cool, but literally everything in WvW revolves around capturing stuff. It gets old fast.
Combine it with the previous point and the result is the current borefest. Capturing a tower is supposed to be a big accomplishment for a faction. Here we just have to recapture it 15 minutes later because we lost it to a bigger zerg in two minutes.
- Objectives too close together. Again, capturing stuff is cool. But so are field battles. For one open-field engagement, we get twenty siege battles. In that rare field battle, there's some tower/keep so close, it's impossible to wipe a force completely. Even if you wipe a zerg, it's back 30 seconds later. Removing a big force from an area has little to no impact on the battle.
We need big, open areas and more frequent fortified objectives the deeper you push into enemy zones.
- Defenders way too disadvantaged. A small group of smart and capable defenders should be able to hold off a much bigger force for a while. I remember pushing back zergs of 50-60 players with two parties trenched in a keep, with smart use of GTAoE and PBAoE spells. Impossible here with the pathetic cap on AoE attacks,
- No major goals. Never seen a scoreboard mean so little in a competitive game. It could be removed completely with absolutely no impact on the game. One thing is fighting for a +10% melee bonus for an entire server in both pvp and pve. Another thing is fighting for 10 extra points at the next score tick. Guess wich one promotes more coordination, realm pride and will to fight.
- Nothing is persistent. We finally have a three-faction game, wich is the main factor to prevent total domination for a faction. So what's the point of the weekly resets? Balance the servers in the first month or so, then close the transfers.
I played for years as a 25%-pop hibernian, against 40% albion and 35% midgard. Granted, we had some rough times, but it was part of the fun. No need for garbage like timers and resets.
- Arena maps. Why? Really, why? Three copy/pasted, perfectly symmetrical map. Are modern players so *ing dumb? I don't think so. Fighting in DAoC's different environments was beautiful. We had to learn to navigate different maps, different keep layouts, different routes for the relics. Here it's just copy/paste.
This is getting too long, so here is the TLDR:
I still remember the first keep I captured in DAoC, ten years ago (caer Benowyc). I remember the names of the guilds and the leaders.
I still remember the details of a couple relic raids, with three realms fighting from prime-time all night long.
And I still remember the names of enemy players and guilds.
WvW here is so bland and uninspired, I'm sure I won't remember anything in a year, let alone ten.
I'll just remember running in circles on clone maps, capturing one meaningless objective after another.
There are no epic feelings here. No helm's deep moments.
If I want to play balanced pvp in a confined environment, I load a fps, not a mmorpg.
Edited by Shizu, 09 December 2012 - 10:23 PM.