WvW Changing some rules.
-1
For a lot of people, their time zone does not define the times they are available to play at. Also, I sure wouldn’t want for capping to be harder at the only time I can play.
I don’t like the idea.
We also fight against players form a different time zone (I’m from Europa, they are from South America) and it works for us. We hold our ground cause we have a lot of players that like to play at night, probably cause the come home at 2:00 in the morning. So, why should these people be punished? Cause they have to work the evening or night shift?
Occam Pi (Ele), Acaena Elongata (Warrior), Finja Salversdotir (Ranger),
Bytestream (Engineer), Vim Whitespace (Thief)
I am not a fan of the OP suggestions, but I do agree there needs to be some balance mechanic put in place such that 247 servers do not dominate prime time only servers.
Personally, I think PvP has a lot of potential in this game, but its current implementation leaves a lot to be desired. Its usually the weak link in every mmo that isn’t a console based game with nearly balanced team sizes.
One of the changes that would really go a long way to fixing things in WvW is a balance on the number of players in the specific maps.
Creating queues that would balance out the players each team has such that a one side doesn’t end up with 2 or 3 times as many players as the other two teams combined. This seems to happen on every matchup since switching to the weekly mode of the game. One side dominates after a day and eventually ends up xp and kill farming via spawn camping the entry points for the other teams. give opposing teams a scaling penality for approaching spawn points. The immunity buff range is fine, but scope it down from there to say half the distance to the first pvp objective.
Another change would be to swap the orb buffs with the out-manned buffs and rework those mechanics giving the underdogs a combat boost. A person could argue that a greater numbers and greater control should grant a buff to ability as things are now. Alternatively, a person could argue that the struggle to survive makes the underdogs more powerful, since they have to deal with oppression constantly. I think it would be more challenging and fun if the underdogs had a better buff, as well as create more incentive for the underdogs to even join in WvW.
The zerg mentality is so stale in MMO’s and has been around for years. Yes, there is strength in numbers, perhaps the dynamic nature of the event system could be applied to WvW and help balance match ups of zerg groups against small groups to make things a bit more challenging for both sides.
I also think the maps are too generous in the first place with their numbers. Invisible foes are not fun when it comes to zerg groups and the latency in rendering all the players in that zerg team of 50 or more. I have a high end machine with frame rates in the 100’s, but when a group of 30 or more comes storming along. If I am alone or in a small group, I am usually dead long before even half the zerg renders in.
Create more maps to spread people, conflicts, and attractive world buffs out, make the borderlands similar to eternal battle grounds with one larger map.
Create an arena system for 1v1, 2v2….5v5…10v10 etc, ie more structured PvP options. To give PvP’rs more options to make a name for themselves.
Give us better options in WvW to see where our players are and are needed. Sure this would aid the spy’s that opposing servers use to call out defensives, but it would also aid us. Perhaps create a limited time item with great expense that gives you a snapshot of where all players on your team are on the map every 15 minutes, so new players can decide where head to help.
There is a mechanic implemented and that is being matched up with server who win less, which if the point that OP is making is true will be the non-24/7 servers.