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Is this legit ? W v W v W Map.

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Comments

  • DJJazzyDJJazzy Member UncommonPosts: 2,053

    Originally posted by MMO.Maverick

    Originally posted by DJJazzy


    Originally posted by mazut

    If you are on one of the losing sides what will stop you to join the current winning world? This will lead to inbalance and will make the whole WvW syste to dead end. This is a big question-mark roaming in my mind right now.

     Could be that when you transfer worlds you won't be able to enter the current www battle until they rotate the servers again.

    Wow, this is actually the most simple yet elegant and effective solution I've heard so far. If this hasn't been implemented yet, they should, it's ideal. Great idea image

     

    edit: meh, I misread the statement, I thought you meant that players wouldn't be able to join the servers they're in combat with, only afterwards when the battle was done and a new rotation would start.

     Yeah that's what I mean. It's too stop people from server hoping to get the cheap wins or whatever. But they are still able to pve with their friends.

    Other suggestions I've heard is that you have a home server. You could play on any other server for pve purposes (again to join up with friends for example). But for a WWW battle you have to play on your home server.

  • grimm6thgrimm6th Member Posts: 973

    Originally posted by MMO.Maverick

    Originally posted by DJJazzy


    Originally posted by mazut

    If you are on one of the losing sides what will stop you to join the current winning world? This will lead to inbalance and will make the whole WvW syste to dead end. This is a big question-mark roaming in my mind right now.

     Could be that when you transfer worlds you won't be able to enter the current www battle until they rotate the servers again.

    Wow, this is actually the most simple yet elegant and effective solution I've heard so far. If this hasn't been implemented yet, they should, it's ideal. Great idea image

    there is actually a BIG problem that this would not prevent.  Joining the server with the best WvWvW before the end of the current battle which would allow you to participate in the next one (with hardly any wait).

    Personally, I think that a better way would be to have no restrictions until you enter WvWvW and then have you unable to WvWvW on any other server for ther current round and the next round.  Switching worlds should not be restricted.

    This leaves the final problem of people waiting to see which servers are the strongest and flooding to those servers.  No really good way of solving that problem.

    I used to TL;DR, but then I took a bullet point to the footnote.

  • DJJazzyDJJazzy Member UncommonPosts: 2,053

    There is no foolproof way preventing abuse really. You can try to limit it or eliminate by not allowing transfers at all but ANet is not a company that likes to set limitations like that.

  • mazutmazut Member UncommonPosts: 988

    Originally posted by DJJazzy

    ...

    ...

    Other suggestions I've heard is that you have a home server. You could play on any other server for pve purposes (again to join up with friends for example). But for a WWW battle you have to play on your home server.

    Now this is maybe the only way or as above mentioned "the better" guilds may make an alliance and join together.

  • Tawn47Tawn47 Member Posts: 512

    Originally posted by romanator0

    Originally posted by sonoggi


    Originally posted by romanator0


    Originally posted by andromega

    It's said on GW2Guru that this map is only 1/4 of the map of one single world. So we all know there are 3 maps for each world and one central map, in total 4 maps. This map you show is then only 1/16 of the total map. Thats insane lol O.o

    No. I believe this map is 1/4 of the entire WvWvW zone. By that I mean it is only 1 map of the 4 in total.

     

    no, too small.

    You don't know that.

    1) There is much of it that is shaded out.

    2) You don't know how large it is in scale to the players.

    Romanator, Im not sure how you know the opposite either... 

    In any case, this image only shows the bottom half of the zone.. but Id still hope for something a little bigger.

  • romanator0romanator0 Member Posts: 2,382

    Originally posted by Tawn47

    Originally posted by romanator0


    Originally posted by sonoggi


    Originally posted by romanator0


    Originally posted by andromega

    It's said on GW2Guru that this map is only 1/4 of the map of one single world. So we all know there are 3 maps for each world and one central map, in total 4 maps. This map you show is then only 1/16 of the total map. Thats insane lol O.o

    No. I believe this map is 1/4 of the entire WvWvW zone. By that I mean it is only 1 map of the 4 in total.

     

    no, too small.

    You don't know that.

    1) There is much of it that is shaded out.

    2) You don't know how large it is in scale to the players.

    Romanator, Im not sure how you know the opposite either... 

    In any case, this image only shows the bottom half of the zone.. but Id still hope for something a little bigger.

    I merely said that nobody can call the WvWvW zone too small when we don't know how large they are in scale to the players and also the fact that you can't see the entire map due to Fog of War. I'm not saying the map is perfect, I'm just saying nobody has the information to say its too small.

    P.S.: There are 3 other "home" maps for each participating server attached to this one.

    image

  • megera23megera23 Member UncommonPosts: 239

    Originally posted by grimm6th

    This leaves the final problem of people waiting to see which servers are the strongest and flooding to those servers.  No really good way of solving that problem.

    You forget that Arenanet plan on matching up servers based on their win/lose ratio, against other servers with similar stats.

  • ChilliesauceChilliesauce Member Posts: 559

    First of all it doesn't even look legit. Secondly, even if it was, the size of map seems all right to me considering it is only showing a small part of entire map. Let me tell you this now that if you are expecting anything as huge as Vanguard, you are going to be disappointed. GW maps are the best size neither too big and neither too small.

    image

  • MenzoviMenzovi Member Posts: 12

    I don't know whether it's legit or not, but it does look cool!

  • Master_M2KMaster_M2K Member Posts: 244

    Originally posted by romanator0

    Originally posted by Tawn47


    Originally posted by romanator0


    *snip*

    You don't know that.

    1) There is much of it that is shaded out.

    2) You don't know how large it is in scale to the players.

    Romanator, Im not sure how you know the opposite either... 

    In any case, this image only shows the bottom half of the zone.. but Id still hope for something a little bigger.

    I merely said that nobody can call the WvWvW zone too small when we don't know how large they are in scale to the players and also the fact that you can't see the entire map due to Fog of War. I'm not saying the map is perfect, I'm just saying nobody has the information to say its too small.

    P.S.: There are 3 other "home" maps for each participating server attached to this one.

    I've gotta agree with Romanator here. You cannot call the zone/map too small when we don't know how large it is in scape with the players (the castle could hold over a 100 hundred players for all we know). What we do know (if this is even legit) is that this is obviously the central zone and we know the approximate distant between 2 of the server's keeps & castles and that there are 2 resource areas (areas with lumber mills & mines) in-between these 2 server's portals.

    Now then, after factoring the 3rd server I edited the map so that it looked like this:

    WvWvW map (edit)

    So really, I just can't see the map as being too small when just like Romanator said; a good amount if it is shaded and not shown. Also what about each server's home map that any of the other server's players can invade and wreck havoc. So even with this extended version of the leaked central map, it's only about 1/4th of WvWvW.

    image

  • mazutmazut Member UncommonPosts: 988

    If its the same scale as gw1 maps then its huge. And add 3 more like this (probably smaller).

    Watch this video http://www.youtube.com/watch?v=9mXF0cYkltw and use pathe as scale marker (when the guy open the map). If we say the paths are equaly big then the WvW map is pritty big. It might be bigger if you ask me ;) but its big enough.

  • Lord.BachusLord.Bachus Member RarePosts: 9,686

    Its stated its bigger then DAoC's RvR area....

    And that was so huge that in the beginning i kept getting lost, or killed by them mobs i ran into.

    Its more then enough for every World PvP lover,....

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • Cik_AsalinCik_Asalin Member Posts: 3,033

    Originally posted by grimm6th

    Originally posted by Zeroxin

    That map doesn't look like a single area, it seems more like a piece of the centre map. The West portal hill is what makes me think that because from what Colin Johannson has told us, all the different worlds will have portals that lead to their own map. With that in mind, I feel that this is just a piece of the west corner of the centre map.

    No.  This is a part of the center map.  If you look at the right most part of the picture, you can see an area labled west portal hill.  In between theast and west areas is a castle called Castle Bailey.  It also shows a roan leading north.  This indicates that there would be a 3rd area called north portal hill.  Given how large the east and west regions appear to be, we can expect the northern area to be about the same side, which gives us a rough estimate of how large thetotality of the map is.

    I stopped about here.  Agree with both of ya, I think.

     


    And this is extremely encouraging.  Potentially chock full of what “Massively-Multiplayer” is about.  PvP Massively-Multiplayer Epicness.


     


     


    Since John Corpening of ANet, regarding WvWvW maps already said:


    There will be four maps at launch. We will be pitting three different worlds together in WvW. Each world will have a home map that connects to a center map. Teams can invade their opponents’ home maps by first going through the center map. So we expect the center map to be a crossroads of combat as each team does battle for the glory of their world.  http://guildwars2pvp.com/


     


    So the map, conceptually, is more like an incomplete 1/4 of the total maps of the WvWvW.

  • mazutmazut Member UncommonPosts: 988

    ...

     


     


    Since John Corpening of ANet, regarding WvWvW maps already said:


    There will be four maps at launch. We will be pitting three different worlds together in WvW. Each world will have a home map that connects to a center map. Teams can invade their opponents’ home maps by first going through the center map. So we expect the center map to be a crossroads of combat as each team does battle for the glory of their world.  http://guildwars2pvp.com/


     


    So the map, conceptually, is more like an incomplete 1/4 of the total maps of the WvWvW.

    Will be shame if all 3 home maps are identical.

  • highvoltahighvolta Member UncommonPosts: 130

    o i hope so! that will be epic. Cant wait for this game. The pvp is going to last for over 2 weeks at a time. 

  • Lord.BachusLord.Bachus Member RarePosts: 9,686

    Originally posted by mazut

    ...

     


     


    Since John Corpening of ANet, regarding WvWvW maps already said:


    There will be four maps at launch. We will be pitting three different worlds together in WvW. Each world will have a home map that connects to a center map. Teams can invade their opponents’ home maps by first going through the center map. So we expect the center map to be a crossroads of combat as each team does battle for the glory of their world.  http://guildwars2pvp.com/


     


    So the map, conceptually, is more like an incomplete 1/4 of the total maps of the WvWvW.

    Will be shame if all 3 home maps are identical.

    That would be only logical....  as that part belongs to the homeworld and all homeworlds are identical copies of eachother.

     

    Keep in mind that some event in the future tough might change all these maps...  or even having a new map that allows 5 servers to be connected...

     

    Point is, if people start complaining,,, they will add and change maps for sure...in a future update.

     

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • mazutmazut Member UncommonPosts: 988

    Not neccessarily. If they rotate em it may give impression of concuering new teritory

  • Tawn47Tawn47 Member Posts: 512

    Originally posted by romanator0

    Originally posted by Tawn47


    Originally posted by romanator0


    Originally posted by sonoggi


    Originally posted by romanator0


    Originally posted by andromega

    It's said on GW2Guru that this map is only 1/4 of the map of one single world. So we all know there are 3 maps for each world and one central map, in total 4 maps. This map you show is then only 1/16 of the total map. Thats insane lol O.o

    No. I believe this map is 1/4 of the entire WvWvW zone. By that I mean it is only 1 map of the 4 in total.

     

    no, too small.

    You don't know that.

    1) There is much of it that is shaded out.

    2) You don't know how large it is in scale to the players.

    Romanator, Im not sure how you know the opposite either... 

    In any case, this image only shows the bottom half of the zone.. but Id still hope for something a little bigger.

    I merely said that nobody can call the WvWvW zone too small when we don't know how large they are in scale to the players and also the fact that you can't see the entire map due to Fog of War. I'm not saying the map is perfect, I'm just saying nobody has the information to say its too small.

    P.S.: There are 3 other "home" maps for each participating server attached to this one.

    Regarding the P.S.  Yeah, I know that..

    I think youre right. This looks feasibly like the central map connecting three home maps.

    However, I think we can make very good approximations on how big this map is by looking at the size of the roads/paths..  and comparing it to the PvE maps weve seen in gameplay footage videos.

    Even if that were inaccurate, it is simply the number of alternative pathways / routes through a zone that determines how effective a PvP map will be..  for example, WAR was a flop for many reasons, but one was that the RvR was essentially channelled down too few 'pathways'.

    I'd prefer more, but its much better than WAR.

  • mazutmazut Member UncommonPosts: 988

    Originally posted by Tawn47

    Originally posted by romanator0


    Originally posted by Tawn47


    Originally posted by romanator0


    Originally posted by sonoggi


    Originally posted by romanator0


    Originally posted by andromega

    It's said on GW2Guru that this map is only 1/4 of the map of one single world. So we all know there are 3 maps for each world and one central map, in total 4 maps. This map you show is then only 1/16 of the total map. Thats insane lol O.o

    No. I believe this map is 1/4 of the entire WvWvW zone. By that I mean it is only 1 map of the 4 in total.

     

    no, too small.

    You don't know that.

    1) There is much of it that is shaded out.

    2) You don't know how large it is in scale to the players.

    Romanator, Im not sure how you know the opposite either... 

    In any case, this image only shows the bottom half of the zone.. but Id still hope for something a little bigger.

    I merely said that nobody can call the WvWvW zone too small when we don't know how large they are in scale to the players and also the fact that you can't see the entire map due to Fog of War. I'm not saying the map is perfect, I'm just saying nobody has the information to say its too small.

    P.S.: There are 3 other "home" maps for each participating server attached to this one.

    Regarding the P.S.  Yeah, I know that..

    I think youre right. This looks feasibly like the central map connecting three home maps.

    However, I think we can make very good approximations on how big this map is by looking at the size of the roads/paths..  and comparing it to the PvE maps weve seen in gameplay footage videos.

    Even if that were inaccurate, it is simply the number of alternative pathways / routes through a zone that determines how effective a PvP map will be..  for example, WAR was a flop for many reasons, but one was that the RvR was essentially channelled down too few 'pathways'.

    I'd prefer more, but its much better than WAR.

    Exactly what im looking for. To have the option to surprise the defenders or to strike from behind without beeng spoted. More path then the usual 2-3 in most games make the difference.

  • Tawn47Tawn47 Member Posts: 512

    Originally posted by mazut

    Originally posted by Tawn47


     

    Regarding the P.S.  Yeah, I know that..

    I think youre right. This looks feasibly like the central map connecting three home maps.

    However, I think we can make very good approximations on how big this map is by looking at the size of the roads/paths..  and comparing it to the PvE maps weve seen in gameplay footage videos.

    Even if that were inaccurate, it is simply the number of alternative pathways / routes through a zone that determines how effective a PvP map will be..  for example, WAR was a flop for many reasons, but one was that the RvR was essentially channelled down too few 'pathways'.

    I'd prefer more, but its much better than WAR.

    Exactly what im looking for. To have the option to surprise the defenders or to strike from behind without beeng spoted. More path then the usual 2-3 in most games make the difference.

    Exactly.  I remember years ago someone telling me that was the secret to good level design for first person shooters.  The more alternative routes which interconnect, the more opportunity for tactical play.

  • RobertDinhRobertDinh Member Posts: 647

    Originally posted by Tawn47

    Originally posted by mazut


    Originally posted by Tawn47


     

    Regarding the P.S.  Yeah, I know that..

    I think youre right. This looks feasibly like the central map connecting three home maps.

    However, I think we can make very good approximations on how big this map is by looking at the size of the roads/paths..  and comparing it to the PvE maps weve seen in gameplay footage videos.

    Even if that were inaccurate, it is simply the number of alternative pathways / routes through a zone that determines how effective a PvP map will be..  for example, WAR was a flop for many reasons, but one was that the RvR was essentially channelled down too few 'pathways'.

    I'd prefer more, but its much better than WAR.

    Exactly what im looking for. To have the option to surprise the defenders or to strike from behind without beeng spoted. More path then the usual 2-3 in most games make the difference.

    Exactly.  I remember years ago someone telling me that was the secret to good level design for first person shooters.  The more alternative routes which interconnect, the more opportunity for tactical play.

    That isn't entirely accurate.  If you have too many routes it becomes random. 

  • Tawn47Tawn47 Member Posts: 512

    Originally posted by RobertDinh

    Originally posted by Tawn47


     

    Exactly.  I remember years ago someone telling me that was the secret to good level design for first person shooters.  The more alternative routes which interconnect, the more opportunity for tactical play.

    That isn't entirely accurate.  If you have too many routes it becomes random. 

    Agreed.  There do need to be a few choke points.

    Actually, looking at the map, im reasonably happy with it.  Bigger and more routes would be nice, but its not at all bad.

    What Im most worried about though is how fort sieges will work.  WAR didnt really work with the keep lord being effectively the only chokepoint.  Whilst attacks did sometimes fail at the main gates - this was usually due to too few attackers.  If the defence couldnt see them off at that point, it was best to just wait by the keep lord.

    I always felt that siege engines should have been a bit more powerful and critical to the defense.  In WAR if you had a big enough army attacking, you could effectively ignore the siege spots.  Now, if the battering ram and certain powerful magic spells were the only way of damaging keep doors.. that might have made the fights more interesting..  but I digress..

  • cloud8521cloud8521 Member Posts: 878

    looking at the map it looks like each worls has an entry point, and next to them are what i think are cpaturable points, what that COULD mean is spawn points, buffs and so on.  at first glance it seems that they are blocked off, and you must fight your way into the center to progress, but it seems that there are ways to sneak into the aposeing camp and possibly take over a fe things weakening them,  or sabatoging. ehich means that you will always need to watch 2 flanks and your front.  what i see is 1 solid way to the middle but also more less traveled paths that can invlove swimming.  its accually quite well made and allows for strat

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