Citat:
Current State
If you’ve logged in to play WvW lately, you’ve seen a game that can be exhilarating and frustrating by turns. Holding a tower against all odds with some smart siege placement and a bit of luck may be one of the most fun things I’ve ever done in a video game. At the same time, feeling overwhelmed by superior numbers with no way to stop them from stomping me into the ground has caused me to turtle up in my keep and weep on more than one occasion.
Large groups usually rule the field, and if that large group is rapidly building arrow carts, I’d suggest you get your affairs in order and send a note to your loved ones. World Abilities is a great feature, but it is one that takes a pretty dedicated player to take full advantage of due to the sheer amount of time required to gain significant rank. Support play is vital to victory but unevenly rewarded in terms of World XP, XP, gold, karma, badges, and other tangibles. While those players rebuilding your walls may be performing a vital service, theirs is usually thankless work.
Some of the major systems in place currently are not nearly as robust as they could be. Commanders are a major part of the battle, but right now their tools for commanding are few. Guilds are an important part of strategic gameplay as well, but they aren’t rewarded much for taking an active, positive role. These are things we want to improve on because we feel that not only can they increase player investment in the outcome of any particular play session or match, but they simply make the game better for everyone.
Finally, we’ve seen that matchups have not been as dynamic as we would like them to be. While it is important to have matchups that don’t feel wildly unbalanced, it’s also good to have some variety in the servers that are matched up against one another so they all get a chance to test their mettle against multiple opponents. That is why we are continuing to evaluate and change the way we create those matchups to inject much-needed variety to the system.
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If you’ve logged in to play WvW lately, you’ve seen a game that can be exhilarating and frustrating by turns. Holding a tower against all odds with some smart siege placement and a bit of luck may be one of the most fun things I’ve ever done in a video game. At the same time, feeling overwhelmed by superior numbers with no way to stop them from stomping me into the ground has caused me to turtle up in my keep and weep on more than one occasion.
Large groups usually rule the field, and if that large group is rapidly building arrow carts, I’d suggest you get your affairs in order and send a note to your loved ones. World Abilities is a great feature, but it is one that takes a pretty dedicated player to take full advantage of due to the sheer amount of time required to gain significant rank. Support play is vital to victory but unevenly rewarded in terms of World XP, XP, gold, karma, badges, and other tangibles. While those players rebuilding your walls may be performing a vital service, theirs is usually thankless work.
Some of the major systems in place currently are not nearly as robust as they could be. Commanders are a major part of the battle, but right now their tools for commanding are few. Guilds are an important part of strategic gameplay as well, but they aren’t rewarded much for taking an active, positive role. These are things we want to improve on because we feel that not only can they increase player investment in the outcome of any particular play session or match, but they simply make the game better for everyone.
Finally, we’ve seen that matchups have not been as dynamic as we would like them to be. While it is important to have matchups that don’t feel wildly unbalanced, it’s also good to have some variety in the servers that are matched up against one another so they all get a chance to test their mettle against multiple opponents. That is why we are continuing to evaluate and change the way we create those matchups to inject much-needed variety to the system.
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