PLEASE READ THE ACTUAL SUGGESTION BEFORE COMMENTING, NOT JUST THE THREAD TITLE
This is a slightly gargantuan post. If you want to get right to the meat of it, scroll down to the second post.
The number one reason I see people leaving, time and time again, is stale play. We’ve had the same maps, seige, matchups and mechanics since the game launched. And while what we have is excellent, one of the most unique and interesting game modes I’ve ever played, once you’ve been doing it for 2-3 months you tend to have seen it all. By now, anyone who’s been playing WvW regularly since Christmas knows exactly what treb placements can reach where, where all the sneaky cata spots are, where ballistas will work and where they won’t, and good spots for arrow carts. I remember the first time I saw catapults on the little ledge hitting the water-wall of Bay and thinking “OMG, that’s genius”. That was back in November or December. By now, it’s simply another thing on the list of spots to check when Bay gets contested.
For whatever reason, it appears ANet are unwilling or unable to create new maps, which would be the best way to resolve this. However, they have shown that they’re willing to add other things to WvW to spice things up a little. The addition of breakout events and WXP ranks/abilites are proof of this.
This is compounded by the change to the server ranking/matchups. Previously, even if you thought you’d done it all, you might still decide to put the effort in “for the server”. If you wanted to see your server climb a tier, or get/avoid a certain matchup, or simply grind a rival into the dust, then you might decide to make the extra effort to stay up late defending that waypoint in an enemy Hills or scouting garrison watergate. Now, with random matchups, it kinda feels all the more pointless. Why should I stay up escorting dolyaks to a keep and watching watergate, when in all likelhood it’ll get zerged down by some insomniac guild half an hour after I log out? Anyone who’s been around WvW for several matchups knows that server rankings are largely a simple measure of population and coverage. Organisation and skill do come into it a little bit, but population and coverage can completely over-ride it.
For example, my server (Gandara) in tier 5 has the guilds and commanders to compete on even(ish) terms with tier 2/3 servers during primetime and late evening. However we have no presence during mornings and early afternoons, and that’s why we’re in tier 5 instead of tier 3. Likewise, lately we’ve been matched against servers from tier 8, and while we’ve been stomping them on points for 20 hours per day, there were times during the week when they were able to put us on the back-foot.
Now this suggestion isn’t trying to fix population imbalances or night-capping. However, it will try to adress the problem of lack of purpose. Before, server ranking points were a back-ground curiosity used to ensure fair matchups. Now, apparently, server points are actually what we’re supposed to be fighting for.
Getting stomped in your matchup by a server 4 tiers above you? Unable to even move out of spawn? Don’t worry, you’re still gaining server rating!!
Unsuprisingly, this doesn’t cut it for alot of people. We want even and interesting fights and seiges, not the chance to see a number go up once a week.
The other reason people (rage)quit is the omni-presence of zergs. I don’t think anything will ever completely remove zergs, it’s human nature to group up and stay together, particularly when we feel unsure of ourselves or threatened. However, the problem as I see it is that zergs don’t just offer shelter for the new/cowardly/lazy. They are also by far the most effective way of taking objectives and gaining server points, loot, WXP and karma. This has gotten to the point where the game looks more like “musical keeps”. Nobody bothers defending or upgrading anything, not just because its boring/expensive, but because its actually less efficient to try and defend a point than it is to move on and take another objective as quickly as possible.
So, this suggestion aims to address these three reasons; stale play, no reasons to compete, and no reasons to defend instead of PvD.
Okay, I’ll stop rambling and cut to it.
(edited by Ragnar.4257)