Since it was suggested that a thread be posted with the ideas brought up in a closed thread in the WvWvW forum, here we go:
(a note: If my posting tone comes off as combative or overly critical, it’s because I’m having to bring up something that should be obvious to anyone that has played any sort of competitive team game.)
The premise: With how server transfers and populations and the WvWvW queues are currently being handled, there is a strong incentive in the short term for players to stack up with as many people in their time slot as possible to form a mega zerg that dominates that time-slot due to lack of any effective opposition on the other servers in their cluster.
Why? Unfortunately many people are shortsighted and don’t realize they are killing the game mode by doing this in the long term. There is no pvp if no one shows up to oppose you. Add into this that the out-manned buff appears to be ineffective at giving the outnumbered server a fighting chance against mass numerical superiority, as well as the supply/logistics model rewarding the side that can dominate the field first to upgrade their forts and keeps, and also add in players swapping servers specifically to drain supply with no way of addressing it in game for the server getting sabotaged this way…..
It becomes increasingly clear the player community cannot handle server balancing on their own without some hand holding.
And just so I am not just complaining without offering some sort of constructive ideas: (please feel free to add in some, people!)
—-
One idea could be scaling transfer costs- if going from a server that in the time slot you are playing in is high population to a lower pop server, you get a discounted or possibly free transfer. Maybe even retention of guild influence.
In reverse, you could be locked out entirely of going to a server with a high population in that time slot from a low pop server; or pay a higher transfer fee.
This will of course require accurate and up to date data mining tied into the transfer system. Could be a nightmare to implement.
—-
Another option could be to alter the supply system to make it harder to have a fully upgraded battlefield once your opposition has logged off, or make it so you can only have so many upgraded forts at one time, etc. Basically give the server that had people that aren’t on 24/7 a fighting chance once they do log on by making it harder to support a zerg logistically.
—-
Another option is scaling WvWvW queue caps; queue is capped to what the lowest in the trio can field at a given time. An incredibly draconian option though, and exploitable if you allow transfers to be too unrestricted/frequent.
—-
Another idea is to actually give the players access to some server metrics to better assist them in making informed (and hopefully good) decisions on their own, such as what time slot coverage a server has in terms of total population, etc. Of course, on it’s own, many might use this to continue to be silly and server time slot stack and then wonder why they can’t get a good fight.
All I can say is, unless something gets done, the server pops are likely to continue to condense down to three main time slots: EU, NA, and Oceanic, and none of them with anyone to fight since the players kept flocking to whomever wins during their play time slot.
Yay.