Or allowing “baddies” their day in the sun.
I used to play the heck out of Team Fortress Classic. As a pubbie, cos I got none of that competitive dedication. My favorite class? The engineer.
Yeah, the one that let you cover up your lack of good aim (or lack of an aimbot) with an in-game auto-aiming sentry gun.
The one that let you emplace a sentry gun, yourself with a shotty, and your ammo dispenser (read: bomb. Who uses it for ammo, really…) in three different places at once to make life difficult for the medic who loved nothing better to poke his head in gingerly, back out, then rush in, grenade your sentry, concussion bomb jump (catching me in the blast in the process) and zip past up the ramp.
I imagine he must have been laughing uproariously as he sped full tilt into the little small room, suddenly banged right into a dispenser blocking the doorway, and then BOOOOOM.
*snicker* That never got old, though some guys did catch on in the end and successfully got the flag. I counted it as a moral victory if the guy had to bring a second friend though.
The point of the engineer was to outthink the other guy strategically, and come up with the best sentry gun and dispenser emplacements (and yourself – can’t count the number of times someone stopped to nade or gun down my sentry and got shotgunned plinked to death from behind, who needs aim when you got a point-blank shotgun) to really perplex your opponent and prevent them getting your team’s flag.
Sometimes you couldn’t win. They’d get your flag over your dead body. (Figuratively and literally.) But god, were they delayed. Your team could grab 1.5-2 flags in the time they got one.
And then there were the nades. The oh so fun EMP grenades. I could never play TF2 for long, even before the cash shop craziness, I missed the nades too damn much.
I was that fucking punch-drunk crazy kamikaze engineer who would run full tilt into the enemy team with an EMP nade primed and go BANZZZAAI and boom, take out 5 of them with 1 of me. Giggling hysterically. I doubt it did much for my K:D ratio. Nor was it meaningful to overall team score unless well-timed (like clearing out a bunch of defenders at a chokepoint for one’s team to rush in.) And I’m sure some would rage about no-skill kills. But it was still funny and fun to do from time to time.
Why have such things in a game?
Because it lowers the entry barrier into a game and brings more people into the game by catering for different playstyles. Because as people dip their toes in, and find something they are comfortable with, they keep playing, and one day, maybe they’ll decide they want to learn more and master something else.
Hunted maps were a bit of a pain for me at first, because, oh god, no engineer *sob*. As a sniper, I would suck. As the civilian, I would probably be brain dead and not have great timing with whatever nade jump I would be expected to do. Default option left: Soldier. Four goddamn rockets. Wtf was I supposed to do with them?
I was just one of those random useless soldiers who ran around shooting rockets into walls and windows for a while. But hey, I liked the other maps in the rotation as an engineer so I stuck with it. I read Hunted guides. I read soldier guides. I watched soldiers who seemed to know what the heck they were doing. I practiced rocket-jumping up the vent like those guys were doing.
It took me a while, but eventually I had it down to a decent enough science that I could join one of those three guys getting the civilian up the vent, shoot a useful preventative rocket into the windows snipers liked to use even as the civilian hopped onto a nade and did a graceful arcing jump across the courtyard and zipped into the exit point. Game, set, match. The snipers barely ever won.
I even downloaded maps to try out conc-jumping because I kept seeing some really good medics perform some amazing feats right in front of my eyes in the flag room. Fucking double conc jumps up into the flag room up high, bypassing all my defences except the dispenser (with which I got them with only once before they learned to take it down) and zoom, out again, before I could ever catch them.
Repeated practice and playing as an engineer eventually got me routinely up to the second highest scorer on the scoreboard, second only to the one offensive pro who was normally doing the job of capping the other team’s flag while I did my job making life hell for people poking their nose into MY goddamn flag room.
But I would never even have started down the path if the game wasn’t interesting or easy enough to give someone with initially no skill some ways to have “wins.”
So what does this longwinded story have to do with WvW?
One of the biggest factors affecting the number of people playing has to do with morale (besides the obvious ‘timezones’ factor.)
This is so important that commanders are advised to pay a good deal of attention to it. Shaky morale means people drifting off, falling behind, running away or logging out of WvW.
But why only wait for those few commanders who know how to manipulate and boost your morale?
I didn’t like the uncertain feeling I was getting when getting shaky on morale, and after some thinking, I narrowed down precisely where I personally was having issues. Losing control. Feeling like the situation is beyond your ability to affect. That other people are doing to you, and not you doing unto them.
Fleeing and logging off at this stage has never made me feel any better.
But you don’t have to fall prey to it, because there are always ways to to affect something or do something in WvW and regain a sense of control that way.
Disengaging from a fight you can’t win and going elsewhere to do something is always a valid option. It’s only running away if you never come back.
Do I have to list examples? You see it everywhere. Stop beating your head on the 3 min righteous indignation buffed supervisor if you can’t get dark fields and life stealing going (and even that’s going away next patch, I hear.) Zergs smoothly do a tactical retreat, rebuff and surge right in from another direction. Stealth classes losing battles go poof all the time and get the hell out of dodge.
Yea, though I live in the valley of the shadow of suck, I shall fear no death.
Especially for an objective.
Random funny mini-stories:
I went yak-slapping a couple days ago with my then level 79 to get the last few smidgens of xp. At that level, I’m sure the upscaled 71-74 rares were very sucky. I ran into some Kaineng mesmer at a sentry I had converted to help in my yak-nomming, and it turned into the most hilarious “fight” I have ever had in game. I couldn’t kill him, my damage sucked. I just focused on trying to stay alive with my new and unfamiliar skillset and build, just about narrowly making it, though to this hour, I still don’t know precisely how. It got to the point where I had the sentry help by stunning him and the hammer was still hitting like a wet sock. Then he figured out to kill the sentry first. Oh shit. Back to dodging and staying alive within that tiny circle. I somehow held on so long that the sentry actually respawned. Rinse and repeat.
I was wondering how the hell to get out of the situation, though I noticed in the minimap that [PiNK] was busy taking the nearby hills keep some time ago. Oh right! I am HOLDING OFF a lone Kaineng reinforcement (though I’m sure he wasn’t stupid enough to run into the zerg there anyway) from reaching the keep. The instant the keep flipped, I jumped out of the circle and ran full swiftness tilt downhill hoping to get within vicinity of friends before getting offed. He kindly didn’t chase and waved, remaining behind to take the sentry.
Got in a zerg. Zerg got very badly ran over by [RET] and the commander decided to fling the remnants off a cliff instead. Oh hey, lucky break, this place a bunch of us leapt off is still shallow enough to not die.
A couple of very dedicated-to-fighting-and-killing [RET] jumped down to finish us off and got gibbed by combined fall damage helping our ineffectual builds.
We milled around wondering how to get down past the next very steep fall while some ranged guys kept us in combat and unable to waypoint. Last order from the commander was jump the hell off the cliff, kill yourself, come back to spawn and regroup. Oh well. Geronimo!
I hit the ground with 300hp left and blinked. LOL. Still alive. I forgot to screenshot it, but I spent a couple seconds doing a celebratory Asura hop at the two [RET] guys looking down at the survivors before waypointing.
Then there was the time Mendon’s was getting ninja’ed by 5 Kaineng and a ram and I was first on scene to report numbers. Two guys caught sight of me and decided to go after me. I took off in the opposite direction with my lil legs pumping. They must have learned the value of “DON’T CHASE” that day because as they gibbed me near Speldan’s, I was watching 4 green dots on the minimap converge on their three remaining guys and a ram at the front door of Mendon’s. I respawned and got back in time to watch the remaining two get swarmed down by the now 7+ TC’ers and got my hit in. Mendon saved. Mwahaha.
Oh, and the things I do for yak noms.
This was when I was still downleveled and hitting like a wet sock. Who cares? I wanted the objective and I got it. Delicious xp to level 80. My hammer’s much better now, thank you.
Even in the worse case scenario of it being guarded and you know you’re going to die if you engage and there’s no one else around to help, there’s always roleplaying a zombie and pulling the yak down with your cold undead hands before you get stomped. And coming back. Zombies never stop coming, even if they fall apart with a sneeze. (And then randomly disengage and hit another yak after they’ve gotten used to your pattern. Very few people have the patience to walk a yak for long periods of time, most will wander off after some time.)
It’s good practice for the time when you need to rush a siege knowing you probably will die but just going all out to fuck it up before falling over.
Repairs cost next to nothing these days. The shittiest dungeon run or repeated WvW deaths will barely take off 11 silver. One sold rare on the TP makes it back with extras, even without a quick dungeon run. Death ain’t nothing to be afraid of.
Oh, and teachable moment. Met someone who asked if I wanted to come along and take a supply camp. I can’t solo a supply camp, they said. Huh? I wasn’t sure if they were pulling my leg. Hey, look, you can so solo a supply camp, I told them as I jogged along with them to the nearest camp. Let me show you.
They were disbelieving. All of them come at me and I’m berserker, they said. You’re a goddamn guardian, I think to myself. Don’t give my favorite class a bad name. A squishy thief could solo a supply camp with patience. But out loud, I say, No, no, you just have to back away far enough. And pick off the scouts first. Let me show you how to pull.
And I did.
They still rushed in while we only separated a scout and a guard (and the supervisor was starting to come towards us) so I don’t know if the lesson on pulling and backing away far enough FULLY sank in. But the principle was demonstrated, and they seemed confident they got it, so what the hey.
One more ever-so-slightly-educated person now capable of soloing a supply camp and feeling like they have the capacity to affect something on the map.
Control. Morale. Strategic thinking. Interesting new moments that make good blog stories and good memories.
That’s what’s it’s about in WvW. For me anyhow. And the killers should be happy, because with those mini-wins, I keep coming back for them to slaughter. Take those away and I’ll take my ball and my body home with me. Enjoy post-Trammel UO.