Use "Dynamic Map Population Limits" to help keep WvW competitive.
in Suggestions
Posted by: Kay of Sauvage.9837
What I mean by Dynamic Map Population Limits is a mechanism that automatically adjusts the player limit per WvW map based on the current player populations of the teams. This means lowering the maximum player limits for each map at periods of low population (mostly off-peak hours).
The problem this addresses:
To have a competitive WvW match on a map, the participating teams need to have somewhat similar numbers of players. When all teams have their maximum number of players on the map, it’s a fun game. It’s also not too bad when just 2 teams have the max number of players present.
However, when one team has a significant advantage in player count on a map, the game stops being as fun for all teams. During off-peak hours, it becomes quite unlikely that teams will be close to equal in player numbers because player counts can vary a lot depending on the whims of players. Player counts are essentially random at this time. For an equal strength battle to occur, you’d have to depend on the luck of having similar numbers of players from each team decide to play at the same time. That’s going to be a rare occurance.
Furthermore, once one team has a significantly higher population at an off-peak time, they will dominate the map. This worsens the population balance even more because the players on the losing teams quickly find out that they don’t have a chance unless more allies show up to help. But few people are willing to stick around in hopes that more people show up. As many people have witnessed, this imbalance at off-peak hours can actually lead to imbalances at peak hours as the players on the losing teams keep quitting and this prevents the team from ever reaching the population maximum that would have turned it into a balanced and fun battle.
What the proposed solution does:
In order to keep battles fun and balanced, teams must be able to compete on equal footing on individual maps, even when the WvW populations are low. One thing that would help this to be achieved is dynamically lowering the population limits for each map when total WvW player populations are low.
For example, let’s assume the maximum number of players allowed per map is 100 players for each server (I don’t know the actual limit). This works fine when each server is able to fill all or most of the maps with 100 players (400 players total per team). However, when it moves into off-peak hours and say one team can field 200 players total, and the other 2 teams can field 150 each, you’ll start to see the team with the high population dominate. Each of the lesser population teams can only fill one of the 4 maps completely, and that’s not even likely since they’ll tend to be a bit spread out among the maps. Perhaps they would be able to fill the Eternal Battlegrounds, but the team with 200 players would dominate every other map because they’d be able to outnumber their opponents on any map, and they are free to jump around any map their opponents attempt to attack.
This is where Dynamic Map Population Limits could help. Since even the top team in the above example can only fill 200 out of 400 player slots across the 4 maps, the population limit for each map should be reduced to make it so that more maps are full and competitive. For example, if the map limit were brought down to 50 players per map, the team with 200 players could fill all 4 maps. The teams with 150 players would be able to fill 3 maps each. With just this little change in map limits, you’ve suddenly gone from having 1 team dominating at least 3 maps simply because of a relatively small population advantage, to now likely having a competitive battle on each of the 4 maps.
In addition, this makes players from the lower population servers more likely to join the battle and to stick around since they are able to have fun and balanced battles. Even in cases where they are still outnumbered on a map, they will be outnumbered by less, so it would seem more feasible that they could stick around and expect more allies to show up and turn the tide (since they would need fewer allies to fill the map, players would be more likely to join when they see WvW looks balanced, and the other maps may have a queue so players will be more likely to join their particular map rather than just any of the 4).
Of course, there are details at to how exactly such a mechanism should work. But this is the general idea.