I have read thru pages of this thread and I see a lot of complex solutions, alot of gaming the PPTs and buffs. Most of what I see is cures for symptoms. The first step is to separate the cause from the effect, identify the root cause, then solve the root cause.
The population imbalance, the stacking of servers, the fact that coverage defines the winner, the outmanned buff, the week after week of lobsided matches are not the problem, they are symptoms of the problems.I submit the primary root cause, but not the only one, is the fact that servers are allowed to field unequal number of players. I have never played a game which allows one team to field unequal teams as its default mode. WvW allows you to field 70+ more players on one side than the other. Not even GW2 sPvP allows unequal teams. I cant name a game or sport which breaks this rule.
This i would contend is the underlying cause of most of WvW’s problems. Its a violation of fundemental game design. What flows from this flaw is what you would expect of human nature: everyone stacking the teams because stacking is rewarded with what people want the most: and that is to win. Its simple, if the NFL changed the rules which allowed a team to field all the players on its bench (like WvW), and players didnt cost the team money (like WvW), and the winning team gets a super bowl ring, well, the NFL would look like WvW next season with all the same flaws we see now.
WvW WILL BE BROKEN FOREVER UNTIL SERVERS ARE CONSTRAINED TO FIELD EQUAL NUMBER OF PLAYERS. Without this we will continue to have kludges (outmanned anyone?) and incentives, and the horribly complex solutions to manipulate PPTs and buffs when the solution is very simple. You must remove the incentive to change the behavior, and the incentive is stack a map and win the game.
So how do we fix it?
- limit the fielded teams to equal sizes, just like every other game does.
- make the remainder wait in queues, like other games
- Dont kick in the dynamic cap till the teamsize is over 20.
- if the teams are equal and one server has people leave then this offset is ok, balancing should only prevent folks from joining a team when that team is larger than the other teams (ie nobody ever gets booted for the sake of balane, let normal attrition do this)
- once this is in place, allow matchups between any 3 servers. thats right, for some matches it means HUGE queues (like for JQ vs AR), but that is what it will take to show players that a) stacked servers have no statistical advantage in winning, and b) stacking to a server means less playtime as a reward for their choice. with even teams, skill and tactics will matter more, where now they almost dont matter.
- keep statistics on which servers are cronically limiting the map pop and make a finite number of transfers avalable for free. Keeping statistics will allow ANET to know the specific number of transfers a server needs.
In summary: there are multiple flaws that result in stacked servers, but WvW will be broken until ANET creates a limit which equalizes the size of fielded teams between servers. You cant violate a fundamental game design principle and not have endless bad side effects and kludges.
I will pitch in another root cause for the stacking and that is ANETs attitude of treating the high ranked servers better. Example: we have 3 totally independent leagues in Season 1. why dont they get the exact same reward as a function of where they place in their league? why is the first place silver league reward worse than the gold winner? and the bronze league winner worse still? they dont play each other so why dont the 3 number ones each get the same number 1 prize? cant ANET see this forces players to stack because ANET themselves reward stacking? ANET should make all 3 league winners have the same quality of reward, then there is no reason to say “I gotta transfer to T1 or ANET is gonna screw me out of something worthwhile”
The reason there is stacking (and the resultant pop imbalance) is because ANET rewards it. both in its gameplay flaws, and in the very culture ANET has created for WvW. Pick the simple solution to the WvW problem, not the insanely convoluted solutions ive seen posted – equalized fielded teams in WvW just like every other online game does! that and enable transfers to even out the teams and ANET is on its way to making WvW what it should be.
Just so we’re clear, am I to understand that, for example, in EB, it’s possible for all three servers to be queued, and yet for one server to have more people on the field than the other two?
Or are you talking about the population imbalance where, say, one server can field a queued team, and the other two can’t? Such as during off hours, etc?