The developers stated that a primary goal of Worqor Chirteh is to promote actual PvP play—i.e., getting kills, not just objectives. Unfortunately, this map fails to achieve that goal. The problem is simple: objectives induce conflict. But the Worqor nodes—despite an apparent intention to make claiming them a challenge—are overwhelmingly claimed too quickly for other teams to contest them. What I am seeing repeatedly is that a team moves toward a node with the intention of fighting for it, only to learn that the node is already claimed. They can't get there in time. The team then backs off, confused about where to go. The actual PvP is minimal, limited to a handful of isolated scraps.

Contrast this with Onsal Hakair, where it is always possible for a full team to reach a node before it is claimable, and thus fairly contest it. This produces prolonged conflicts, which in turn produce battle high, which in turn produces a more enjoyable experience for Frontline enthusiasts. With Worqor, on the other hand, prolonged conflicts are vanishingly rare. It simply takes too long to get from Point A to Point B. And by the time you get to Point B, the node is already gone, and the reason for players to battle disappears.

The fundamental issue is the mismatch between (1) lengthy travel times around and across the map, due to its design; and (2) the short length of time required to claim a node.

I assume it is too late to redesign the map, so the only obvious solutions to me are: (a) increasing mount speed significantly; and/or (b) increasing the amount of time between a node spawning and the node becoming claimable.

Short of one of those two solutions (or something else that achieves a similar effect), this map will not promote enjoyable PvP play; nor will it become a favorite in the Frontline community.