Having hit the level cap almost two weeks ago, my focus, aside from the on-going Mad King Halloween event, has been World vs World. I touched upon it a bit in my Guild Wars 2 review, but it really deserves it’s own review since it’s a completely separate system then PvE. So here we are.
As I stated in that review, my currently relationship with WvsW is a love/hate one. It solves a lot of problems other MMORPGs have with RvR, but doesn’t get in quite right and makes a few errors itself.
I’m going to start off by talking about map size as I feel everything is in some way influence by it. The World vs World area is split into four deceivingly large maps and while they feel and appear to be large at first, they’re actually very small and the source of many of WvsW woes.
Currently the primary, and really only successful tactic, is to form massive armies to attack structures around the map and while this type of tactic is expected, it ends up being the only tactic used. I’ve tried soloing or running with smaller groups, but they don’t last long; you’ll run into a massive army after taking a camp or two and will be forced to retreat. The problem is that maps are so small, these zerg armies are able to go after small bands of players while on their way to larger structures. There’s no decision to be made whether or not to take a camp as it’s only a few seconds off the path and players that separate can quickly regroup with the zerg in a few mins.
If you expand the size of the maps, these zerg armies will be forced to break into smaller groups to go after small hold points or bands of players. Creating a greater variety of combat other than massive scale.
Moving on, lets discuss towers, forts and castles. Towers require small armies to take over, while castles are the crem della crem of massive PvP combat, with forts being somewhere in the middle. Sound good, right? Well the problem again comes from the small map size. While towers should be objectives taken by smaller groups of armies, it ends up being large scale combat most of the time. The problem is that 2-3 defenders can successfully hold off a group of 10-15 attackers fairly easily to give enough time for reinforcements to arrive. So what ends up happening is people get discouraged, join the zerg, then attack the tower. The problem again stems for small map sizes. While a group of 10 attackers might eventually overwhelm the defenders, they can’t take over the structure in the speed required to avoid reinforcements.