Tuesday, 11 September 2012

Guild Wars 2 - The Trouble With World vs World




World vs World is fun, but I’m finding that the more I do it, the more I find certain aspects of it wearing on me. I think the biggest of all the issues is that it’s never a balanced fight, at least in an overall sense. I was wary of this at first, but figured eventually the population imbalance would sort itself out, or realms would be matched up via some sort of hidden ladder system. As it turns out, that hasn’t been the case. Not even remotely. I have never once been in a situation that within a few hours of a World vs World reset, one realm wasn’t clearly ahead. Never once has each realm managed to hold even close to a third of the map each.


The Problems with Guild Wars 2 World vs World


This boils down to flaws within the system. The rewards you get out of winning, the boosts off the orbs and such, basically make it easier to keep winning when you’re already ahead. It has a sort of snowball effect on how well your realm does. I wonder a little if that initial push is what wins the entire battle for that reset; that being the first to win a keep, grab an edge, deny your opponents orbs and supply. But I think it really boils down to a mix of population and interest; the more people that hop into World vs World soon after a reset, the more people that stay, the better the chances.

Isn’t it population capped though? I’ve certainly seen queues for the WvW battlegrounds. So maybe it’s a lack of focus and too many people off killing mobs or exploring. And that segues into one of the other issues. There’s no good way to really organize in WvW. The groups are small, the coordination mostly spur of the moment or guild based. I’m aware there’s a book that lets one person form a raid, for 100 gold, which is no insignificant amount of coin. If we look at the current gold to gems conversion and the monetary cost of gems, that’s almost USD$470. Or several expensive exotic weapons, sets of armour, and so forth. 

All this just to form a larger group, which is virtually a given mechanic in every other game. And it’s a given for a reason. Putting a price on coordination is one thing, but being lumped into a group on entry lets you see who’s off on their own and where the fight is. But more importantly, it brings new players immediately into the fold, gives them directions and something to pay mind to so they can learn and figure out where to go and what to do.


Solutions?

 

In order to fix this, they need to alter things somewhat. Either give people an option to auto-form groups or reduce the cost of the raid-forming book significantly. Or even just have the map give more information out on allies. Something to at least allow for slightly better rudimentary organization.
And give the underdogs a bone. Being overrun shouldn’t make things any harder than the fact you’ve already been overrun. If a realm is stomping others, they don’t need extra buffs. Giving the downtrodden realms a leg up would make things more interesting for everyone. I mean really, how many people on those high-pop, winning by miles every time realms really enjoy it? The times my primary realm has been in that position, it’s been dreadfully boring. You basically just run around checking on all the crossed swords, hoping that maybe they scraped together enough people to assault a keep. It almost always isn’t the case. 

But if it was a back and forward fight, if it was harder to hold everything the more you held, easier to rush a tower when you have nothing, the battles would last a lot longer and be more engaging, at least in my opinion.

Don’t misunderstand, I like the World vs World PVP in Guild Wars 2. It’s open enough to be fun screwing around in by yourself, and has clear enough goals to be fun in a group. But it could be so much more epic if the battles were harder fought and more constant.



- ED

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