This an idea mainly to encourage players to experience more play style variety. I think zergs should be an important part of WvW but not the main avenue of reward generation. With that in mind:
- Reduce target rewards (WvW points, Karma, etc) by percentage based on the number of players in an area. If 25 people cap a tower they all shouldn’t get 100% or the rewards. I would suggest an effect similar to outnumbered only a debuff instead of a buff.
- If we are decreasing large group rewards by a percentage, we should increase the base rewards for capture/kill.
- Defense rewards should be increased significantly.
Example: Lets say rewards are all 150% higher making a tower worth 450. A group with less than 20 would get the full amount – 300 old/450 new. Group of 21-40 would get say a 25% debuff – 300 old/340 new (still more). Group 41 or more would get a 50% debuff – 300 old/225 new. The numbers are just an example off the top of my head but basically rewards should be scaled based on the number of people contributing.
I also hope ANet broke out league rewards into contribution and vanity rewards. Contribution rewards (money, WxP, Karma, etc) would be given regardless of where a server places based on how much a player contributes. Vanity rewards such as skins, finishers, etc would be given out based on where a server placed. Think of it as a salary cap/revenue sharing to keep teams from being completely stacked and superbowl rings for servers who win.
Thoughs?
Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”