How to handle population imbalances

How to handle population imbalances

in WvW

Posted by: BlackBeard.2873

BlackBeard.2873

Hello everyone,

I just wanted to hear some creative suggestions for how to best handle populations imbalances so that one larger force doesn’t just own the entire map all week.

The problem: When the enemy force is much larger, the smaller force feels helpless and completely useless. When there are 2 teams much smaller, the large force just switches back and forth farming karma as soon as the smaller groups get their structures back. This is not very fun for either side, especially the side getting stomped. Also, taking camps is only fun for a while.

Potential solutions:
- Debuffing the larger side: this doesn’t work b/c it is bad to discourage players
- Buffing the smaller side: This has more potential, but faces a similar issue of discouraging joiners who remove the debuff.
- Breakouts: these work well sometimes, but often aren’t enough in drastic cases.
- Inverse control buffs: this is my favorite idea. Basically, the less you own on a map, the more “help” you should get in your defense. This means that if you only have 1 tower/keep left, you should either get more support from guards, or have access to an “emergency aid” event that brings in some heavy artillery to use, or even having npcs control seige (this would be harder to implement), or having a means of getting more supply, or even just increasing the health of doors/walls so they don’t absolutely melt while your 8 are trying to set up defense vs. their 50. The basic idea, is that each additional capture gets more difficult so that complete wipes off the map are not so easy. This is basically the defensive equivalent of the breakout.
-Catchup scoring: if a team is down by a certain amount, various objectives give them more +PPT to keep them in it (depending on when in the week). So if one team has only 10% of the total points available to that point, each yak might be work 30 instead of 3 points. Towers might bee worth 10x each tick. You could also have skritt kamikaze your walls/doors if you are up by too much so that keeping everything at 100% isn’t so easy if you own it all. This works very well in NFL Blitz (one of the best football/arcade games of all time) and keeps even underdogs in the game so people don’t quit early on.

Other ideas? Put them below. As it is, population is the #1 determiner of wvw, and zerging has never been more effective. Lets help Anet come up with some ideas that can fix this disparity.

How to handle population imbalances

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Posted by: BlackBeard.2873

BlackBeard.2873

Just thought of another idea:
- Daily scoring or W/L: Each server wins or loses based on the day, to add to the weekly points. This is similar to having scoring in match play for golf (you either win the hole or lose it, doesn’t matter by how much). This means your server might come out in force certain days (or sets of hours if you want to reset ever 12 hours) to push for a win then, rather than being out of it by the end of the weekend. This could also alleviate night-capping if you set the reset times well so that owning the night isn’t an auto-win. If the timing is poor, it could be very bad. Waking up to face upgraded everything would not be very fun every day.

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Posted by: DeadlySynz.3471

DeadlySynz.3471

There are 3 factions in the game; there are also 3 borderlands (how convenient); Make it faction vs faction vs faction.

Players no longer log on with their server, they go to the faction vs faction server and can physically see the numbers from each faction on each map, so they either no they are walking into even numbers or outmanned. They can pick whatever faction they want to fight for. Have many Tiers open (like overflow maps) for each map so players can either fight in full scale numbers, or small group fights if they so choose.

Remove the PPT and you now gain a new currency for successfully defending and taking over structures, as well as, killing other players. The new currency can be used for new gear and skins, as well as, power ups and boosts for use in PvE.

Have special masteries, siege, and rewards for each faction and a whole new set of achievements for each.

- Little to no more que times
- Little to no skill lag if you choose
- Variety in who your fighting for
- Even or odd numbered situations if you choose
- More rewards and achievements to strive for

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Posted by: Skeletor.9360

Skeletor.9360

Just implement a queue. Alterac valley had one and nobody had a problem with it as they knew it was needed. WvW should be called zerg vs. targets. When you can’t get into WvW because your server is always too big….then you can switch servers.

I am really beginning to hate the company that made this game. Pretty sure I’ll avoid it in the future. Woot…more worthless tokens to collect…meanwhile stuff we care about goes ignored.

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Posted by: scootshoot.6583

scootshoot.6583

There is nothing to handle. It was great strategy on Anet’s part as the new system continues to force players and guilds to transfer off lower tiers if they get tired of mismatches.

In fact there is a guild on T1 that is already on their 4th plus transfer so am sure there are plenty more.

In the end, transfer $$$$ puts money in the pockets of Anet so they continue to support Guild Wars 2 so it’s a win win for the rest of us.

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Posted by: yesfourme.8906

yesfourme.8906

I am also for what you call “Inverse control buffs”.
The buffs will be based on the number of structures, and how much outnumbered you are. In the worst case, you should get a buff on armor, health, damage, and damage to structures. You should also be worth a lot more points than normal.

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Posted by: Nikola.3841

Nikola.3841

Darkness Falls dungeon

How to handle population imbalances

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Posted by: yesfourme.8906

yesfourme.8906

Actually there is one more SIMPLER possibility:

If a server is destroying their opponents, everything related to that server should be worth a lot of points. For example, killing an opponent should be worth 10x more. That would give an incentive for the 2 losing servers to team up and try to beat on the winners.

How to handle population imbalances

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Posted by: BlackBeard.2873

BlackBeard.2873

Actually there is one more SIMPLER possibility:

If a server is destroying their opponents, everything related to that server should be worth a lot of points. For example, killing an opponent should be worth 10x more. That would give an incentive for the 2 losing servers to team up and try to beat on the winners.

I really like this incentive. If they base buffs on the current score/cap disparity, even per-map, it gives a strong push to balance out so that one team doesn’t maintain an overwhelming advantage.

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Posted by: archmage.1430

archmage.1430

I don’t have a good suggestion for pop imbalance, but it’s the main reason I don’t log in anymore. I play on JQ, and as it stands now, either we face BG and SoR and can’ t win, or we face two other servers, and can’t lose. Neither way is any fun, and it’s been going on for so long now that I’ve completely lost interest. Don’t see how I’ll be back until WvW is at a point where the game isn’t so woefully lopsided.
Transfer is not an option, nor do I think it will solve the problem, as band-wagoning still occurs quite frequently making certain servers more/less powerful based on their numbers.
I like the idea of moving away from server-based teams. But where to go from there? I just don’t know anymore,