Anet, I know you love your game. Probably to the point where you care for them more then your own children. But, please, step off that white ivory tower of yours and take a look around at ground level where we, the players are.
I've read this weeks Fansite Friday and I have to say that I'm rather unimpressed with the answer about "This is why we are keeping this and that."
Although I have never designed a commercial game before, I have created a module for Neverwinter Nights that won me a few awards (including a video card, xbox games, and money). The module is called Amulet of Zeran, a dungeon crawler that leads you to level 1 to 20. It's shit now, but at the time, it was a hack-n-slasher's wet dream.
One thing I learned while designing this module was this: Just because you like your idea, doesn't mean everyone else will.
Which brings me to the PvP standpoint, or more specifically, GvG.
It's screwed up. High rated guilds don't want to play. There is no serious goal. There is no reason to reach the top. It's like climbing a big mountain, only to see that the view at the top isn't all that great.
Tombs of the Primeval Kings is one kind of battleground. There, when you eliminate the other team, it's all over. - Fansite Friday |
Counterstrike required teams to control chokepoints and hold key areas in a map. Sure, you *can* plant that C4 or rescue those hostage, but you can also kill the other team.
GvG is not like that. Instead of involving the other team, GvG's design is bascailly stating "exploit me so you don't have to face the other team." Look at EP. They don't even fight, they are highest rank because they exploited a very poorly designed system, NOT fighting the other team.
Is that really how you see a highly skilled guild Anet? You don't even have to FACE the other team to reach the top?
Okay, so you want the GvG to involve a bit of strategy and somewhat slower paced then it's tombs counterpart. Understandable.
Why not make the Guild Lord function like a priest and make the NPCs a little tougher. Archers already have pindown, why not give them inc arrows (or read the wind?)? Those swordsmen can sure use power attack and galrath thrust, along with final thrust.
The NPCs should play a part in the game, I agree. They should become a threat for a highly agressive team. In order to breach into the stronghold, you have to destroy it's wall. Since GW doesn't allow that, the walls are the "NPCs". Make em somewhat tougher to tear down the defences.
Now I hear the cries of the people yelling "BUT THIS IS A GAME WHERE YOU FACE THE TEAM, NOT HTE NPCS ARRRRR"
I'm lying. I'm only hearing Nu say that
The reason why I made that suggestion is because GvG is about battlefield control. You have your base, and they have their own base. If you want straight team DM, go to tombs.
Stronger NPCs mean that if you go into the other team's turf, it gets harder. Sneaking in or capping defences slowly is a very viable strategy. Battlefield shouldn't just be "beat the other team with MASS DEATH" but stripping their defences, controling the tower, and so forth.
The problem with using the guild lord as the main goal is that sneaking in isn't a viable option, but the ONLY option. This limits what can and cannot be done, and makes GvG battles somewhat anti-climatic and predictable.
What would be more interesting, a group of five mo/me draining people who cannot die while waiting for VoD (victory or death for ya newbs), or one highly offensive and aggressive team that plans to spearhead through the front door with the use of fire eles, air eles, axe warriors, and smiting versus another build that is a mixture of traps, mesmer manipulation, and a sneaky assassin ranger?
I would *pay* to see the second one.
By downgrading the lord's role as "Mission objective" to "Priest", you would make the battle focus on the other team's players, YET still have figure out a way to get through those wicked defences and destroy their advantage, the ressing priest.
That way, the whole shibang about 'slowing paced battlefield with flag control, catapults, and so forth" will still be in effect, but the battle will take place against the other team, not the guild lord.
Besides, if the team keeps ressing, then wouldn't the only option would be to destroy the priest anyways?
Upcoming article: How to Fix Tombs
- Mark Iradian
Writer of Chronicles of Garas (A dark tech fantasy webcomic)