I posted this in another thread but it got lost in the sauce. People complaining without providing solutions accomplishes nothing. As to whether or not SE sees this, <insert sad face here>. But I want to hear your thoughts on how shatter can be improved to an actual pvp map.
My personal thoughts:
1. Instead of having to hit the Ice to generate points, there should be a wide or medium (depending on Big or Small Ice) ground node that spawns with the Ice. Points for teams would be generated by standing in said ground node (area), eventually depleting the Ice.
- For Big Ice - there would be a very large node/area (possibly encompassing the entire Big Ice “enclosure.”
- For Small Ice - there would be a medium sized node/area around the Ice.
- These nodes don’t need to visible, they can generate a buff as you step into the area, so that you know that you’re currently generating points.
2. The more people from your team in the area - the faster the points will generate - forcing people to kill opposing players in the area to generate more points/ generate points faster (aka depleting Ice faster). Points are generated regardless of numerical advantage (i.e. 1 person from Mael will still generate points for his team but in a slower rate even if there are 5 opposing GC players on the node/area).
-There could be certain parameters put into place to stop the Ice from being depleted extremely fast if everybody is on the Ice node. I.E. 1 point per player, every 5 seconds (for Big Ice) - but I’m not good at maths so I’m sure someone more qualified than I am can get the numbers right.
-There could also be an increase in point generation/ice depletion if an ice remains uncontested by even a single opposing player after a certain amount of time. This encourages players to fight on the objective. Thus, hopefully preventing people from just idling at an Ice without anyone coming to contest them. Idling at an Ice to generate points can be considered “defending” which some people already do for other maps like Seal Rock anyways.
3. Small Ice would spawn a little less frequently. This would hopefully force people to focus on big Ice more.
4. Middle Ice would be worth more than other Big Ice. To possibly offset any RNG.
5. For the trifecta Big Ice, there should be an escape route for the cliff team instead of cliffs. That way stragglers have a chance to get away after fighting for the objective. As it stands now, the cliff team can easily get wiped if they get sandwiched at a Big Ice, with no way to retreat other than using return. That’s just poor map design, the team with the escape route has a geographical advantage. And if you toss in RNG spawns…
I’m sure there are other nuances that I overlooked but what do you guys think? What are your own thoughts on how to make shatter better? I think any good pvp map should require minimal object interaction and does not require you to attack anything that is not a player.