The A.B. Problem
One of the main complaints from the PvP community about the choice of Conquest as sPvP in Guild Wars 2 is the Capture Point rule set. This doesn’t mean that capture point games aren’t common or unpopular, but that they rarely become the accepted test of skill in PvP type games.
So what is a Capture Point game? It’s your basic node and resource control map. In World of Warcraft, Arathi Basin is the second battleground you gain access to and is a Capture Point ruleset and map. There are five nodes to capture and when you capture a node, your score begins to go up. In Guild Wars, the Capture Point ruleset was called Alliance Battles. The maps in Guild Wars were larger and since the game stuck you into four player squads, the battles quickly became a game of running from node to node, moving around in circles. Tol Barad in Cataclysm is a Capture Point battle of a larger scale. This map had people running from point to point as well. Of course, this running around is sort of the issue with the whole Capture Point system.
All By My Lonesome
In the two Conquest maps shown so far, the rate at which you neutralize a node is much greater than the rate at which you can capture a node. What this means is that if you run around to a node held by the enemy team, its fairly easy to neutralize that node and make it so that it doesn’t contribute points to either side. Staying around and capturing the node takes two to three times as much time. This may be done to stop the running around issue, but so far, it doesn’t really accomplish that. People will take what’s easiest. Often you will find yourself as the only person at a node. There is no fighting. You’re just sort of standing there until a bar changes. As you may imagine, this sort of activity doesn’t really excite the PvP community. While hanging around to capture it may lead to enemies coming to stop you, there is no assurance of this. Further, neutralizing a point can often be effective enough on its own. If you have a lead of 50-100 points, neutralizing is all you need to do. You can sit on an equal amount of nodes captured and win.
And once you neutralize or capture, then there is no benefit to hanging around. There is likely a contested area or node that needs you more at the time. It is possible that you could design your team to have sets of two players who feature a highly supportive and defensive player with someone of decent damage output to take a node and sit on it. The problem then becomes that the battle is a war of attrition. Prolonged battles and over-balance are two of the major reasons the Guild Wars PvP scene died off after being so healthy for years. If your ruleset and map dictates prolonging fights to preserve nodes then it shrinks the type of builds and strategies to use.
ANet has tried to get around this with features like the trebuchet and bosses. These are meant as equalizers against heavily guarded nodes. A trebuchet shot can take out an entire group if it hits right. Downing the mini-bosses will net your team 50 points and a buff. Yet the issue with all of these things is the small size of the encounters. A boss killer and trebuchet player is often out on their own, not interacting with the team. This isn’t a new element to Guild Wars, as GvG had flag runners and split squads, but those small size roles were always balanced by larger scale battles elsewhere. One of the major issues with the current Capture Point system is that there will likely be no larger battles seen.
Where Depth Disappears
In larger head-to-head battles you have more room for builds to specialize into different roles and for players to coordinate their playstyle with the playstyle of their teammates. What this means is that you could have a six on six head-to-head battle with different team makeups on each side, as opposed to a standardized Cap Point team. For example, one side is carrying three melee characters, but there is a ranged character supporting those melee characters by snaring their target and buffing their allies speed. Perhaps one teamhas a Guardian and a Warrior paired together with hammers. The Guardian snares a target within a restrictive circle, and the Guardian and Warrior both unleash hard hits to the trapped target. The other side could have an Elementalist and a Mesmer set up combo fields for Ranged characters to shoot through. The strategy of the melee team forces the other team to use more control fields and snares, encouraging the ranged attackers not to get stuck together and caught in the same trap.
While Guild Wars 2 encourages people to be a master of all things, the ability to focus in an area to the greater benefit of the whole is an element of strategy that fades away in a spread-out Capture Point map.
This doesn’t mean that I encourage straight deathmatch systems for sPvP in Guild Wars 2. Dueling for the purpose of training and testing will likely find its way into the game, but Arena deathmatches have their limits, too. You can still create setups where you have room for both small skirmishers and larger skirmishers. Control Point maps, where you must fight to control all nodes at once to win, create this sort of situation. It is the procession style of these maps that cause the larger scale battles. If you still had the equalizing elements of trebuchets and mini-bosses, then split squads have a place as well. GvG maps and rules had larger battles with options of flag running and split squads as viable tactics.
In Capture Point, if you try to stick together as a single swarm, then you’ll likely lose. You can’t force large battles in Conquest. If most of your team is at one spot then you give up the other two nodes. Running, delaying and interfering matter most. What the PvP community wants are those team vs team situations where the battle is all out, and it’s a matter of supporting and controlling both sides. Players want to be sized up against the whole of the other side. They don’t want to succeed at their node running, just to realize they’re losing because of something that is happening on the other side of the map for which they have no input on or access to. Players also want the extra strategy of team builds. They want the strategy of what you sacrifice from the team to run off and do small skirmish tasks in order to help your chances to win. The carousel of Capture Point maps has never excited the PvP community. It’s a “fun go”, but that’s about it.
You Can’t Be Big Without The Respect
Blizzard put a lot of effort into legitimizing their Arena tournaments as a legit e-sport. The problem was that PvPers knew the game had major balance issues and the balance issues only became worse as the scale of combat shrunk down. I took Guild Wars PvP seriously enough. I understood that the card-deck system meant that nearly everything had a possible counter. I worried less about balance. Succeeding at Guild Wars PvP meant something so it mattered to succeed. Succeeding at Arena never mattered to me for it was becoming obvious that success depended greatly on gear and which classes had the power advantage. If you weren’t the right class then it wasn’t the right game for you. That or you would have to reroll and level the “winning” class.
What ArenaNet risks by going fully in with just Conquest is alienating the playerbase that would make the sPvP attractive. You can’t be bigtime without the respect of the community because you won’t draw the community to care and be competitive about your game. You will get, and forgive the elitism here, the second and third tier players to fill in the gap of talent. In other sports, there are minor leagues and spinoff leagues. There has been basketball leagues that use trampolines and favor dunking because it has a high entertainment value. These minor leagues don’t ever rise above the level of sideshow because nobody truly respects them. They don’t draw the top talent and thus don’t draw the big attendance. I feel this is the same for E-sports. ArenaNet can’t go out there and try to push E-sports while being PowerDunk Ball.