What is the purpose of having locked sectors and locked pvps in GWs? (And can we end that?)

@Lexia what is the reason that GWs has been designed to have sectors (c) and missions (pvps) that can't be played immediately and are there any plans to change this in the future?
Teams with people in different timezones and countries can have more fun just playing the game itself if you unlocked all missions from the start. The time spent dealing with all the logistics and the external chat software required when players in Europe who can only play when the battle starts are the designated pvpers but are on the same team with players in the US who do walker missions but only have availability in the latter hours of the war when they are off work for example isn't really an optimal way to have fun. The in-game chat functionality does not support the amount of planning and communication needed for a multiplayer game mode with locked missions and sectors. And having availability throughout the battle or willingness to set your alarm and wake up in the middle of the night isn't an indication of someone's skill or strategy with actual gameplay. GWs with locked missions can be a source of conflict and frustration for players who don't have the intensive time to devote to coordinating schedules or playing off and on throughout the battle.
Also, the players who do pvps only or primarily pvps can't play their turns straight through, but their reward for the time they spend popping on and off throughout the battle to clear pvps is to get fewer points for those missions.
I'm hoping we can have a constructive conversation about how to improve the player experience in regards to the current logistical issues created by locked missions. Thanks!
Teams with people in different timezones and countries can have more fun just playing the game itself if you unlocked all missions from the start. The time spent dealing with all the logistics and the external chat software required when players in Europe who can only play when the battle starts are the designated pvpers but are on the same team with players in the US who do walker missions but only have availability in the latter hours of the war when they are off work for example isn't really an optimal way to have fun. The in-game chat functionality does not support the amount of planning and communication needed for a multiplayer game mode with locked missions and sectors. And having availability throughout the battle or willingness to set your alarm and wake up in the middle of the night isn't an indication of someone's skill or strategy with actual gameplay. GWs with locked missions can be a source of conflict and frustration for players who don't have the intensive time to devote to coordinating schedules or playing off and on throughout the battle.
Also, the players who do pvps only or primarily pvps can't play their turns straight through, but their reward for the time they spend popping on and off throughout the battle to clear pvps is to get fewer points for those missions.
I'm hoping we can have a constructive conversation about how to improve the player experience in regards to the current logistical issues created by locked missions. Thanks!
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But I do think it would help with the various schedule constraints that some guilds deal with -- can only play certain days at certain times due to work, child rearing, etc. -- combined with that not necessarily aligning with the missions they can handle in coordination with their teammates various schedule restrictions and timezones.
The entire map is open, I don't understand what's so bad about how it is now. I could get behind having the human maps open from the start, nothing more.
I would personally like GWs to stay the way it is -- I really like islands, sector c bonuses, etc. -- but figure out a way to help out those with really restricted or conflicting schedules.
At the minimum, unlocked pvps could really make a difference.
And GW will stay in Beta for another 2 years.
FuriousMoldovan's NML Glossary & Guild Wars Difficulty Guide
But then, I don't have details of the algorithms being used or the history.
FuriousMoldovan's NML Glossary & Guild Wars Difficulty Guide
If this is a huge problem for any guilds then have your European players play A/B and leave the C sectors to the players who join later in the day.
I'd rather see NG spend their time working on improving the overall performance of GW. New maps/features maybe? Making it so that any top battle isn't an easy max score draw? I don't know, there's a long list of things I think the game mode needs before this but that's just my opinion. If it was implemented I'd obviously have no objections
Day 1 Mon UTC 00:00-23:59
Day 2 Wed UTC 00:00-23:59
Day 3 Fri UTC 00:00-23:59
Day 4 Sun UTC 00:00-23:59
Rest a week or enjoy Distance.
Max guild members are 20 persons and participate 40 times, fit in 4 days.
Honestly, it seems like the easiest tweak would just be to unlock pvps and would definitely be an improvement. Seems like the simplest adjustment to make without dramatically changing anything.
So allowing the PvP mission to be completed before the PvE missions might lead to lost points. So it would require more coding than just removing the lock.
2.Icon - threat counter is present
3.Humans GW points == non humans GW points
4.Humans difficulty == non humans difficulty
5.After battle lose button (restart or continue (as in the distance))
6.Humans maps always open like non humans maps
7.Bonus x2
8.All nodes is open ABC, but bonus score you have for CLOSE all 3 sectors of island not for C.
9.Score A,B=x*1.5, C=x, Bonus for close 3 sectors(A+B+C) = x
I really want human maps unlocked.
Due to this issue, GW sometimes takes too long to finish. I was in some active guilds, but most of them have the same problem. Some players had to stay up past midnight or waste time waiting for the walkers or humans to finish. Some players got tired and then left to play GW or searched for a better guild. I think that's the case for 99% of guilds, but I know players in top guilds don't feel that frustration. Once I belonged to the almost top guild, it was so smooth.
That's why it's natural that many casual players don't participate or don't spend all the attacks. Most of us have limited time to play the game and we all have the real life and we can't devote our time to the game. If you join the casual guilds, you will see a disaster. This is a fatal problem for most guilds and the growth of this game.