Forum Discussion
I've noticed a lot of the game modes (in both GW's) are hopelessly underused but that's probably down to what Boolerex says in the fact that they're just not very interesting to play. I'm not saying it's the definitive way forward but freshening game modes by introducing different ways to play can't be a bad thing. Free for all is reasonably popular because you can basically do what you want without the need to conform to any rules of gamplay / teamplay whatsoever, so in a lot of respects it's a good alternative to the confines of these 'rule' based scenarios.
Wow, I completely overlooked the backyard and it's multiplayer potential. If you close up the sewers and plant / zombie bases then I have to agree that it would make an excellent alternative. As a single map that doesn't invole progression unlocks it's of a good size to host quite a lot of game types that don't involve converging on a single spot so why not implement it within the selectable multiplayer maps?
Regarding map migration. Much as I adore the GW1 maps (well, the maps I have actually seen lol) I'm not quite sure if reproducing them for GW2 is an entirely good thing. Aside from the fact that they have been played over and over again by just about everyone I don't remain convinced that they will be equally as enjoyable second time around. A sequel perhaps should be a sequel in it's entirety and porting 'classic' maps sometimes takes away the unique feel of a game. A perfect example (from games I have purchased) is Forza 6. F6 is effectively the whole of Forza 5 plus a few extras and simply migrating the entire game into it's sequel has somewhat spoils the 'newness' of the game. PopCap have to be given a great deal of credit because if nothing else they presented a game that bore absolutely no resemblance to it's predecessor, giving the impression that the purchase was indeed for something 100% brand new. My way of thinking is that if GW2 would simply have been GW1 in it's entirety - plus a few more maps - then it's appeal would have been greatly reduced. OK, so the sequel would have probably presented the old maps with more graphical splendour but again, do they really need to be updated to make them better? But everyone has their own opinions as to content so I guess others will disagree...
Re: The gnome portal. I don't know if you have noticed this but there is a near identical town hall in Zombopolis, so it may well be the case that this 'hidden' portal in the backyard town hall simply relates to the already unlocked town hall in Zombopolis... Who knows.
On the gnome portal:
I have noticed the town halls but gnomes are all about temporal power, hence infinity time as a prime example, so some kind of time theme there makes a lot of sense here thematically.
On the old maps:
I see your point about them perhaps being overused. My main interest with it is nostalgic. If/when they do migrate them to the new game there will undoubtedly be changes. All the same I find adding more maps is a good thing. More options for quests and ops is one reason. We also only have 2 Gardens & Graveyards maps and 3 Herbal Assault maps whereas in the old game we had 4 G&G maps (I don't consider the night versions as truly separate maps). That gives GW2 1 more turf takeover map but less variety in the separate types. Even if we don't get the old maps we need more maps.
Honestly I think the largest issue is class and map balance. Once we get those issues under control we can use new maps, class variants, etc.
I'm also curious about the 2 'missing' classes, one from each side that are often brought up among the community in regards to the 2 empty slots, 1 each in the respective home bases in the backyard battleground. More classes may muddy the role waters even more than they are now though.
- ApprovedAnonymous9 years ago
If I had a dollar for every time I accidently left the booth during a turf takeover game and went to the backyard I would have like 23 bucks.