Your thread title is needlessly inflammatory, but then this is Guru, that's what you have to do here to get noticed I guess.
1. Commander is an absolute mess
Yeah, being able to buy commander for a cheap price, only having 1 icon colour, the clumsy way in which "Squads" are formed and the extremely limited power that a commander has over his "Squad" is pretty lame. I agree with you on this.
However they've already said they're unhappy with how Commander works. It was their first stab at it, and it gives a reasonable base to build on. They are actively working on improving Commander, and I do believe it will become what we hoped it would.
Right now, it does offer a quick and easy way to form a Zerg out of PuGs, but not much more than that
2. The roles/rewards/recognition of Guilds in a game called 'Guild Wars' is lacking
Somewhat correct, there is a bit of a messy join-up between guilds and WvW. We can currently claim keeps, towers and Stonemist, put our flag on the wall and use some of our influence to give +15 supply and such things, but yeah, outside of that it's fairly weak.
However, to cite this as a reason that WvW will "never become what we hoped" is a bit of a stretch. They've already acknowledged that Guild mechanics are lacking across the whole game, not just WvW. They're (eventually) giving us GvG, Guild missions, and revamping the part that Guilds have to play in WvW as well. This is most certainly being addressed already.
Look at the Guild features in WoW 6 months after launch, they were lacking too. We've got a very long time to get these features how we want them.
3. WvW has devolved into ZvZ (ZergvZerg)
Totally disagree on this one. Maybe in your server it has, I don't know what tier you're on. I do know that the quality of play on the US servers is much, much lower than the EU servers, which is where I play. Check out the posts on the official Red Guard forum (a big WvW guild that has played on both T1 EU and T1 US) to see what they think of the tactics on the US servers.
We're not even as high as T3 yet, but on our server, we have 5 main WvW focussed guilds, and each guild runs a main attacking force (Zerg, if you must), and one or two small scouting / raiding / supply denial parties. During our prime-times, the tactics we employ involve link-up play between the commanders of each guild, and the sub-commanders of each raiding party.
None of our commanders actually wear their commander tag unless we're mounting a big attack on a big keep, and want the pugs to help... It's actually pretty damn far from a simple Zerg vs Zerg, even in the current, gimped state of the game with the culling the way it is.
Ultimately, the game is what players make of it, and I've seen times when our server has devolved into one big zerg vs. another big zerg on the enemy side, and a war of attrition ensues. Normally this is in the middle of the day on a Saturday when the kiddies are on. Those are no fun, but there's plenty of skilled play to be found out there.
30 people do things faster than 5 people. Well duh, no shit. That's hardly noteworthy. However, if you have 30 people in one place capping one objective, they're not working as effectively as if they were 2 groups of 15 capping 2 objectives. Start thinking outside the Zerg yourself and you'll start to see where the real tactics are coming in. If you're on a US server, consider transferring to EU.
4. The lack of Rewards/Progression/Depth/Consequence
Again, you're right that this is lacking, but wrong in that it will "never become what we hoped it would". They've talked at length about all the different things they're bringing in to give rewards, progression and a sense of consequence for winning or losing to WvW.
Yes, it's already been 6 months and the only changes we've seen have been negative reactions to unforseen issues. But on the other hand, it's only been 6 months. These things take time to design and put into place and they are actively seeking input from the big WvW guilds on how to improve it. Ultimately, what you're asking for is already being done. Just be patient.
5. The devs, their implementation of and lack of commitment to Wvw
Well lets be realistic here, you bought Guild Wars 2, not World versus World 2. They do have a 4 million+ selling game, and one which is marketed strongly at PvE carebears, to look after at the same time.
You can sort of understand them looking at the number of people who play WvW (less than 100k), vs the number of people that grind gear in PvE (3.9 million) and making the decision to spend all their time working on a shitty Mini-dungeon in an airship, rather than improving core gameplay of WvW.
If you're a WvW fan like me, that sucks, it sticks in your throat and makes you resent the carebear loot grinders.
However, look at it this way: If the game did not have the open-world PvE stuff, if there was no huge ecosystem of carebears propping up the economy, buying gems for stupid Quaggan backpacks and so on, the game would make no money.
Speaking personally, I got interested in GW2 because it was an MMO with a cool WvW mode attached, not because it was a WvW game with a shitty MMO attached. I doubt I'd be interested in a game focussed mainly on WvW, even though that's what I enjoy playing the most. Planetside 2 for example I find *ing boring. I don't know how to explain it really, it feels more like a "world" with a big PvE mode attached, and it's good that so many people are into it, even though I cannot stand it, or them.
If a company put out a game which had no other game mode except WvW, and focussed all their time on it, it would not be as good. There would be no multi-million budget for such a game, the quality of the art and the design of the skills would be poor, and the game would suck.
Sure, their main focus is PvE, the Trading Post economy, shitty PvE events like Xmas and Halloween, and how much money they can squeeze out of people for gems. WvW does tend to get sidelined against all of that.
However, at the same time as looking after that big beast (the beast that allows us to have a WvW in the first place), they do spend time looking at WvW. I think that the passion for delivering a great WvW experience goes all the way to Mike O'Brien, and they will not let down the people that bought the game on the promise of a great WvW game mode, it just takes time to deliver one in parallel with an addictive PvE game mode that earns money.
Ultimately, the massive success of the loot grinding PvE game allows WvW to exist in the first place, so while we might hate it, we have to respect the devs when they need to spend time improving it, keeping the gem sales moving and earning money to make sure the the servers stay up.
Yes it's true that Culling sucks, the game would be much, much better without it. I do believe that they will fix it though, sooner rather than later.
Edited by Major_Disaster, 13 February 2013 - 01:56 PM.