There are currently many threads discussing the problems with “nightcapping” and mismatches in the WvW. Not least from my own world (Far Shiverpeaks, EU) which on prime time does very well in WvW, only to lose it all during night, forced to start all over again the next morning. Personally, I don’t mind this all that much, as I like to do small raids (on camps and such) rather than keeps and towers anyway. In fact, I think I would be more annoyed if I was on a server which dominated the others, as that would mean that I had less enemies to hunt. But nevertheless, I can understand that many players are frustrated with the current situation, so I thought I’d try to get a constructive discussion going about ways to fix these problems without ruining the fun for other players.
Balancing issues are obviously not new to Guild Wars 2. In fact, similar problems exist in the “real world”. So I think it would be great to use the real world for inspiration. Of course the fact that this is a game has to be kept in mind, so realism should not be the ultimate goal.
Anyway, my hope for this thread is that players from all servers (dominant and dominated, nightcappers and daycappers) would try to come up with constructive ways to resolve these issues without hurting the fun of others. Here are some of my suggestions:
1. Mercenaries
Basically, low pop worlds or worlds that are currently tagged as “undermanned” in a zone could be allowed to temporarily recruit mercenaries from high pop/overmanned worlds (as long as they are not in the same match). This is already possible with free server transfers, but I’m suggesting some kind of in game tool that would make the process easier and perhaps more automated. If implemented well, I believe it could improve WvW balancing issues in several ways:
First, it would even out the numbers in a match, as low pop/undermanned worlds would increase their numbers, and high pop/overmanned worlds would decrease theirs.
Second, the concentrations of “night time players” (in relation to prime time) would spread out across worlds, thus evening out the balance between “night time crews”. Other than reducing the annoyance of nightcapping for those that have no night crews, it would also increase the fun for the night time players, as I imagine it must be pretty boring to play against doors all night. This way, even worlds where the primary player base is sleeping would be able to put up some kind of resistance at night.
Third, it would reduce queue times, as it will take load off the high pop worlds and put it on the low pop worlds that might not even have any queues to begin with.
Obviously, there would have to be some carefully thought out rules to govern the mercenary mechanic. For example, the mercenaries should only be recruited from worlds that have higher population, preferably worlds that are not undermanned themselves in any zones, or even only from high pop/overmanned worlds. Also, there should be no recruitment between worlds which are in the same match (to avoid sabotage, etc).
This is just something I thought of that I think would be fun, but the idea is far from finished. There are many more details that would have to be considered. Should it for example cost money to recruit? Should you be able to recruit any player on that server, or perhaps only special “mercenary guilds”? Should recruitment be automatic or require contact and negotiation? In an automatic system, a player on an overmanned world could for example simply chose to port to the undermanned servers borderlands/battleground instead of to their own.
The downside, as I see it, is that it’s most likely hard to implement. Also, there may be some issues with server pride (“You only beat us at x because you had mercenaries with you!!!”), and perhaps infiltration. Of course, these risks are “realistic”, and infiltration is a problem with free transfers anyway.
Enough about that. On to the second idea (next post).