At reset there generally seems to be (from most servers) a reasonably organised effort to send lots of different teams to different places to try to establish map control. This makes perfect sense, but I don’t see why, after the first few hours, it becomes blobs and roamers, with the odd defender here and there. I’m going to look mostly at server borderlands here rather than EBG because I’m more experienced with it.
You have 150 people at your disposal, in an ideal world and as someone who is against the zerg philosophy I really can’t see the difference between a 100 man zerg and a 50 man zerg in terms of its ability to take things and actually I see massive benefits in having two 50 man groups rather than one 100 man.
I was wondering how you would organise the 150 players to be the most effective in taking, holding and defending a borderland, so I thought that I would probably aim for something around this set up:
Three teams of 25, each led by an experienced commander taking different objectives around the map. Should one of these teams encounter a larger zerg, another would come to help it, taking on the zerg from a different angle. The focus of these teams would be tower and keep capture. I don’t know much about the formation of teams of this size, but ideally each one would be a guild group experienced in working together. (Total:75)
6 teams of 5, one to each camp, well balanced roaming classes with good mobility. They would be in charge of capturing and holding camps and nearby sentries, while also upgrading the camps and running supply to nearby keeps/towers, ideally all these teams would come from the same guild and be in constant communication with each other, with an overall leader (Total: 105)
Between 5-10 players who move around following enemy activity. The sole role of this group is to report back exactly what the enemy is doing to the rest of the team, allowing the three large groups to coordinate. These would be mostly made up of thieves or warriors, classes that can escape easily and would go around in 1s or 2s. (Total:115)
The final 35 would be responsible for the upkeep and upgrading of keeps and towers. Along with running Dollies, the main role would be running supply from camps to build siege.
Each of these groups would be represented by a guild who use that channel to communicate with each other and each have their own TS server. Each of the leaders of these teams and the scouts would then talk in team/map chat on the server.
From here I go on a rant about why this doesnt happen, I’ve put it in a spoiler because really I’m just repeating old stuff, but feel free to read it, but how would you organise 150 people on a borderland? Is there anyone that thinks a zerg of 125 people with a few others dotted about is the way to go? I’m genuinely interested and was also wondering if something akin to what I’ve just said happens on the very high tier servers.
So I thought to myself, why don’t people do this? It’s almost like the first time someone starts professionally training for a sport, because one group of people up their game, the others all have to as well. In my opinion a strategy like this would blow anything out of the water, and obviously if you manage to produce an effort this organised it makes sense that it should.
From what I can work out there are a few reasons and unfortunately it relates back to the main problems most people have in WvW in the first place:
- Coverage is the main factor that determines victory
The effort required to orchestrate this level of coordination simply isnt worth it in terms of winning matches. Having come to WvW relatively recently, the fact that points tick on at the same rate 24/7 astounds me, but theres plenty of threads about that already
- Individuals are hard to organise
Its simply not possible to get everyone into guilds at the moment. I still think its realistic to get over 2/3 of your server organised though.
- People don’t like having more than one commander tag up
Another one of my pet hates in WvW, that I feel could be so easily rectified, the ideas are out there, how hard can it be to implement different colours! Perhaps having commander tags that only guild members can see is another solution.
There are other reasons of course, people wanting rewards on the karma train, a lack of supply forces larger zergs, etc, but these are the main problems I’ve picked out.
I’d love to take a group of X commited players to the lowest tier server on EU, properly organise them and have a real stab at becoming a good server, but coverage would always be an issue.