Ran a few of these this morning and I have to say, I enjoy this map. It feels a lot like Onsal except the way you cap the points is different, and you can get buffs. Was interested to see what other people think about the map.


Ran a few of these this morning and I have to say, I enjoy this map. It feels a lot like Onsal except the way you cap the points is different, and you can get buffs. Was interested to see what other people think about the map.
Has it been added to the roulette or is it just a standalone? Was gonna play later today. Is it still a seal rock day or did they adjust roulette to put worqor in there for today?


It's technically Seal Rock, but Worqor Chirteh is up every day alongside. So it's a toss up of what you get if you do the roulette... But as you can expect, you will probably get the new one.
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.
All of what KBK said is pretty much it. When you have a late game engagement on one side, 3 A nodes spawn on the other side (yay rng bs), good luck getting there in time. we already have seal rock and onsal. did we really need a 3rd rng map?


Yeah, this is what I expected out of Onsal 2.0...
Like literally the worst iteration you could ask for even. As if the problems with Onsal weren't bad enough, I think the dev team is lacking when it comes to actually understanding how bad their maps are. As KBK said, the distance is an issue and reflects a lot of my gripes with Seal Rock - RNG determining whether you win or lose.
Generally, I'd be in favor of the latter since increasing the claiming time would go quite a ways towards fixing the issue. Mostly though I figured they went about the claiming system this way as a response to PLD Cover being busted, even with the Guard reduction abilities they had to specifically COUNTER Guard - which actually worked against them to the point PLD could do it too. It makes no sense with how they've balanced CC and made Onsal 2.0 just Onsal with another coat of paint, except taking the Worst of both worlds.




I haven't tried this mode yet, but you're telling me the nodes don't preload and show up before turning actionable like they do on Onsal? Is this a joke?
Secretly had a crush on Mao



"When a triumph begins activating, a symbol will appear above it indicating the time remaining before it becomes unclaimed. The symbol will gradually take shape until it becomes complete, rendering the triumph unclaimed."
They're sitting there all the time, then pop up on your map as they begin their countdown to activation. People are just blind as usual and if there's not a full-blown battle already going on at the site, it'll be automatically claimed by whoever is currently standing on it, judging by the information on the site.
If teams are not getting to nodes fast enough to contest them, that's a paying attention issue, not a design issue. Just like in onsal, the nodes advertise themselves for a good while before they become claimable. If you are playing with your map open, which you should be, seeing nodes and getting there in time should not pose a problem.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.
Biggest issue with this map is how long it takes to get to a node. You're basically doing marathons back and forth with the nodes so by the time you get there the node is already claimed or you are being zerged by a fully assembled team that happened to be closer. I keep wishing I had some method of fast travel (e.g. teleporters) between the nodes in order to get to fights faster. I still feel Onsal is the better map of this type.
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