Combat Pac-Man - Lower Pop Caps for WvW
How is the WvW handling the choice of opponents for the servers? They probably should of compared the server with other low populated servers so that it would be more balanced. Or have lower populated WvW matches such as a small island that could be a 50v50v50 game.
Isn’t it supposed to be “World” vs “World” why impose a limit? I like the matching of server to server via population better however not all populous on a server likes to WvWvW. I think you just need to recruit more players to your cause! Get on the recruitment cycle.
They should simply give bigger bonuses to a server fighting with less pop not ruin the game for all server. So you have like 50% less pop maybe 10%+ health for everyone on that server.
They should simply give bigger bonuses to a server fighting with less pop not ruin the game for all server. So you have like 50% less pop maybe 10%+ health for everyone on that server.
We already win most battles even when outnumbered. having more health doesn’t replace having more people elsewhere.
i think they should keep only EB map and make player limit 140
Scoring and map limits should take into account the average WvW population only, the “population” list is a highly inaccurate representation of the number of players taking part in WvW regularly. And end free transfers soon please.
Once proud member of Extraordinary Gentlemen [EXG]{DESO4LIFE}
I also thought of the idea of an overall Garrison, where you are given a number of guards which is shared across all of your objectives.
The more you control, the more spread out the number of guards are, until you have very few defending anything.
For example, let’s say you have 100 (a random, but not unrealistic number plucked from the air for convenience’s sake) guards. If you have 5 objectives left across the maps, then each one has 20 guards (this would scale – so if you have a guard point, you would max at just a few, tower would max at considerably more and a keep would have no max.
Thus, if you are down to just one keep on a single map and all your other objectives were gone, you would have 100 guards, making it hard for the enemy to capture it.
Likewise, if you had 100 objectives across all of the maps, you would have only 1 guard at each, thus making it easier for the enemy to take your things.
This is effectively adding a “scaling difficulty” based on your success, and ties into this theme in other aspects of the game (notably Fractals). The more successful you are, the more difficult the game becomes, making it a constant, fun challenge.
(edited by Svarty.8019)