Musings on Guild Territory Wars (Beta) @ Klaipeda
Here are my feedbacks on the Guild Territory Wars (GTW). As the more I partake in it, I’ll add more findings and suggestions in this thread.
- AMD Ryzen 1600
- 16GB DDR4 3200mhz ram
- 500gb SSD (ToS is running on SSD and not on my SATA drive)
- Nvidia GTX980
- Windows 10 Home
Resolution for ToS: 1920 x 1080 windowed (Monitor is 3440x1440 @ 144hz)
Internet connection speed: 1Gbps fibre, Wired to router
Country connected from: Singapore
Average game latency: 300-500ms
FPS range in game usually: 40-100ish fps
FPS range in GTW: 4 - 15 fps
Other apps running alongside the game: Chrome with 20-30tabs, Discord, OBS Studio (for youtube streaming) and other tools for my work (XAMPP, Visual Studio Code, WinSCP, Photoshop so on and forth)
Team Name: NekorinSG (Klaipeda)
Character Name: Rimnerel
Class Build: Wiz2 | Cryo2 | Kino3 | Sage2
Day 1 (17th Apr 2018) - First Impressions
If I am to describe my first impressions on GTW in 2 words, it will be Chaotically Dense. Wars are meant to be chaotic, nothing wrong about that. Dense is about the all the action being packed and condensed into one small area.
The map size is too small
This is what I feel after moving around the map over the course of an hour. The map size of Inner Wall District 8 will fit a size of around 30-40 players. With just a few guilds with 10+ players participating, the map feels really cramp and players tend to get hit by stray spells more often.
Personally, I think a much better size of a map will be a map that is 3-4x the size of Inner Wall District8, where players can bring their guilds of 20+ players to attend.
Invincibility Zone & Spawn camping
One of the worries which I have for games that feature loading screens in between maps is spawn camping. This is quite prevalent in other games such as RO, where players can spam spells in areas where players are loading in. Glad that for GTW, IMC implemented an invincibility zone where players can spawn in safely without getting killed when their character is still loading. Good job on this part.
However, this zone is prone to be abused as players can still cast offensive spells and attacks while still within the invincibility zone’s area of influence. A suggestion for this is to have a buff that is given to players the moment they log in, the buff will be the one that is giving the invincibility.
The buff will disappear the moment the player initiates an attack (deal damage) or cause a status change on another player (Crowd Control or removal of a debuff caused by an opponent). Healing an ally that doesn’t have the invincibility buff will cause the buff to disappear too. Similarly, the buff will acquire a countdown of 5 secs the moment the player decides to leave the starting spawn zone.
This buff can be reacquired when the player leaves the map and returns.
Some concerns over the “single objective” nature of GTW
For GTW, the main objective is to capture the guild turret/tower what is located on the map. Once captured the guild will have to defend it until the end of the session. Have some concerns about it but will reserve until I participate/spectate more over the test period.
Lotus is the winner for the 1st night of GTW, grats. :3