WvW... It's a numbers game!
WvW is the most amazing concept but it leaves a lot to be desired.
You are absolutely right in saying it is a numbers game. A small squad might be able to mildly annoy another server but the bigger number server will be able to dispatch some people to retake anything lost, probably well before the next points tick over too.
The problem at the moment lies in a snowballing effect.
Server A is super strong
Server B and C are ok at one time of day, weak the rest
Server A will make such a huge amount of ground when B and C are weak that it’s hard just to get out of the spawn (like you describe), even by the time it’s back to prime time. This is because
1) B and C have no supply. No supply you can’t siege.
2) Ties in with 1. Server A has upgraded keeps and forts. Without siege from B or C it’s going to take forever to bust open something.
3) When you own the whole map, you only have 2 points per map to look at. The spawns. Owning a map actually concentrates rather than disperses your force.
4) The dominant server will own the orbs, making an already out-manned team even weaker, as it takes even less people to deal with your low numbers.
5) As server A owns the map, they own the maps supply. This means that the lack of siege from B and C taking ages to crack a gate open, is even worse now as it can be repaired and also have the fort defended with heavy siege.
24/7 battlefield is absolutely the right way to go don’t get me wrong. But the way it’s set up just lets a dominant server snowball. And after snowballing, because it is so hard to get back, people stop playing.
Make out-manned buff swap with the orb buffs. That way server A enjoys fancy champion harvesting and server B and C stand a small hope of getting out of the spawn.
Upon owning X amount of a map, server B and C should get additional starting waypoints. Possibly placed at the NPC camps (ogre, hylek, dredge, quaggan).
If you own nothing on a map, maybe make a small supply dump in the spawn for those players?
its a problem that you can res dead players in wvw as well as aoe only hitting 5 targets. but when numbers turn even it come down to player skills i failed to capture garrison in a army of nearly 500 and more than 20 golems due to strong tactics/siege weapons but we came close apparently they had fully upgraded everything.
Doesn’t that make sense in the game though? Realistically, numbers & resources win wars, battles etc so that same concept is why numbers win WvW. How depressing would WvW be if a group of 5 people had the same effectiveness as a group of 20. The majority of players would never want to even join in since they wouldn’t make a difference. It would kill the necessity for team work as well.
However, I believe that idea is already implemented. I’m pretty sure in a beta explanation that each region for WvW has a limit for players for each server. Not 100% but I remember reading something very similar to that, along the lines of each server can have 100 players.