Incentives for WvW? Comeback mechanics.

Incentives for WvW? Comeback mechanics.

in WvW

Posted by: DancingPenguins.9875

DancingPenguins.9875

By this point it’s very noticeable that losing teams do not have queues. In fact, it is not hard to predict a server’s status in WvW in any given moment just by looking at how populated the 4 maps are. This is a problem.

Players know that when they are losing, they won’t have enough people in WvW, given them very little incentive to continue playing until their server is winning. After all, why risk wasting the hard earned sieges and repair money on efforts that are likely to fail because they are outnumbered?

This creates a vicious cycle of manpower shortage, one where the very first sign of decisive victory seals the flow of the entire week of WvW. The winning server deals with agonizingly long queues only to find a scant few opponents dawdling about their spawn, occasionally stealing a camp or two. As this continues WvW will essentially evolve into a biweekly weekend PvP event instead of a perpetual endgame content it was designed to be.

Solution? Comeback mechanics.

1. Gear Insurance for losing servers.
This is essentially a way to guarantee those who are fighting on the losing end that they will not have to foot a repair bill for dying at the end of the day.

Why is it necessary? When a team is outmanned and outgunned, they collectively become risk averse, especially when repair serves as an additional disincentive for them to move out of their spawn. By guarantee them they won’t have to pay for repairs, it allows the losing team to attempt more risky actions and stir things up a bit.

2. Events.
Script series of small events that is only accessible to teams with few holdings on a map.

Why is this necessary? These events direct players toward certain objectives and creates incentives to stay on a map instead of doing something else. It also helps rallying and focus all players on a map toward a common goal and bring directions to the game.

3. Priority Queue.
Those who are more vested in WvW and play even against the greatest odds shall be justly rewarded for their dedication and the fruits of their victory.

Why is this necessary? Does this create pressure for players to even nominally participate when they don’t want to? Perhaps. Does this go against the casual friendly environment Anet claims to believe? Possibly. What it does bring is very concrete, living, breathing, bodies.

GW2 is a Skinner Box. Priority Queue is a form of incentive, a draw to hook those into continuing the cycle of WvW. It’s a slight push not unlike the push of the marketplace that create pressure for people to farm. It brings reinforcements for weeks when a server is losing, and gives reward for loyalty and dedication. Why buy siege weapons to take a tower when the entire map belongs to someone else? You get a spot when the entire map belongs to your team. Why organize your guild and fight the unstoppable horde? Because when your horde floods the map, your guild will all be there. You reap what you sow.