The problem of population imbalance leading to joyless WvW is a problem that the modes inherent design already provides a built in, but unfortunately, non-functioning, solution to.
The missing players in these undermanned servers will not be found very easily by trying to create 24 perfectly population balanced and WvW participating servers. Nor does it need to be. Because your missing players are already there – on the third team!
Whenever a factional PVP game goes to a 3 faction mechanic, it is an accepted crutch, that inherently allows for uneven numbers in fights or less than perfect fairness. But the ultimate objective of this crutch is supposed to be that its better for the game in the long run for the top dog to get piled up on, because it will create a more balanced and more fun game.
Unfortunately in GW2 WvW, we gain no benefits from having a 3rd faction. In fact, it has a negative effect. And the reason why is because the most rewarding and path of least resistance is always to attack the weakest team.
Rarely, rarely ever do the 2nd and 3rd place teams gang up on the first, because there is no good reason to. The top team has the hardest objectives to take, and they are not worth anymore to take them. So instead, its always the bottom two servers fighting for 2nd, and the 1st choosing at whim which side to pile on. Either way, end result is that having 3 factions is actually worse than just having 2.
When Anet figures out how to incentivize attacking the top team, only then will balance begin to happen naturally. I don’t pretend to know entirely how to do this, it is what Anet devs get paid to figure out, but I’m sure some part of the answer lies in objective value.
If I’m on the team in 2nd place, why should we target the Fortified first place team’s structures, when we can endlessly flip paper objectives of the weakest team for the same value? The team in 1st often shows no interest in defending any of the opponents structures they take, because it is most lucrative for them to let those be flipped over and over. They might hold only their own borderland and SM castle out of some sense of pride.
However those objectives they do hold – their own borderland, SM, etc – should gain in value the longer they are held. Taking an objective is far harder than holding it, so why are most of the points in this game accrued simply from holding structures while they are not being attacked? A much much bigger majority of the points should come from initially taking the objective, and then its value should revert to some low number – to penalize re-flipping – that then only grows large again if that Tower or Keep is held for a long time.
If the first place team’s Garrison or even a Tower, fully upgraded and held for days, is worth the same value to take one time, as it is to take the weakest teams Garrison or Towers 5 times, then suddenly it becomes a much much greater target for both losing teams. And even if it remains hard to take, just the fact that it will be targetted more, will force the top team more often on the defensive and less able to simple zerg train around, while leaving their own stuff mostly undefended, due to that it never gets attacked.
This seems a simple and workable start to a solution. Anet even understands clearly this concept in PVE and even in individual combat in WvW, as monsters and players that have not been killed for a long time in the world are worth more experience and loot. Why are not WvW objectives worth more and more points the longer they are held? Generally something easy to take, and re-take, is less valuable than something difficult.
Make 2v1 faction WvW work, and you will have your population imbalance mostly solved.
(edited by Pendragon.8735)