
Example along a hilly area on the map edge an Orichalcum are of nodes, in another a woody area a cluster of Ancient wood clusters and so fourth. Could also see concentrations of them in groups to create non-objective areas that have no value now that might be spots where open fights could occur. They were removed due to many tags complaining that their people had squirrelled and gotten off tag and that delayed the ktrains and or real attacks. Were great spots where people would squirrel and stop and gather and then potentially a fight would break out. I look at this less as draw more PvE players in and more the nodes created fights. At best it would provide some more roles and tactics, more small scale opportunities, and even a new economy that could liven up wvw and take some economic burden off of commanders, while allowing players that like wvw the way it is to just ignore it. The general idea would be to provide people that only have PVE experience a way to participate in wvw in a way that doesn't result in queues for people who want to fight, and perhaps provide something akin to open world pvp. It could get more elaborate with being able to convert to siege or tricks and traps or improvements or whatever. The most simplistic way would be to be able to farm supplies or materials that could be converted to supplies. The first thought I had was to create some farming maps, perhaps reusing existing open world maps, where players could go to farm materials that would tie in with regular wvw. Some competitive games have a farming component to them which got me wondering if there was a way to incorporate "farming" into wvw in a constructive way that wouldn't detract from combat and wouldn't cause queues but might draw in some PVE players that might then get engaged in wvw while also providing a sort of open world pvp.
