My suggestion for a different WvWvW scoring system

My suggestion for a different WvWvW scoring system

in WvW

Posted by: Anthrage.2519

Anthrage.2519

While there have been many suggestions for changes to WvW and the points system being used to address various issues, I believe the system I will outline below to be THE new system which deserves serious consideration.

This system is designed to address these following issues and more:

-Tick-capping
-Demoralization due score differential
-Orb advantage/undermanned balancing
-Night capping
-‘Zerging’
-Queue Issues

The system requires these changes. First:

-Resources camps would be worth 10 points, not 5
-Towers would be with 15 points, not 10
-Keeps would be worth 30 points, not 25
-Stonemist would be worth 40 points, not 35

Put more simply, every objective would be worth 5 more points than it is now. This would give you a total of 1000 points ‘on the board’, as opposed to the current 695. This is a nice round number, which is more favorable for that reason, as well as one to be revealed in a moment.

Next:

-Rounds would be 6 days in length, not 7
-Rounds would start on Sunday at Noon and end on Saturday at Noon
-Ticks would no longer be every 15 minutes or 96 per day, but every 3 hours, or 8 per day – and thus giving us 48 ticks per week.
-Once a day, asset ownership would reset as it does at the end of a round. Point totals do not reset.
-Between each 6 day round, from Noon Saturday to Noon Sunday, there would be 1 24 hour round, with the same team match-up as the 6 day round which follows it
-Each of the 8 ticks for the last day of every round would have a points modifier of 10 times.

While starting and ending these rounds on these days is ideal, it is not vital to the system overall, and the current day could be retained if needed. The same is true for shortening from 7 to 6 days and the addition of the 24-hour ‘feel out’ match.

Then:

-Stat and HP bonus is removed from orbs
-Stat and HP bonus is tied to points per tick, given according to those values for the 3 hours following said tick, and equal to your points total subtracted from 1000, multiplied by 10%. This replaced the undermanned bonus – example:

Red Team has 425 points
Blue Team has 375 points
Green Team has 200 points

Red Team therefore gets a stat bonus of 57.5
Blue Team therefore gets a stat bonus of 62.5
Green Team therefore gets a stat bonus of 80

This element of the system plays out in interesting ways, but it primarily helps the losing team with bonuses that do not persist through the entire round, but for the limited duration of each tick, inversely based on their performance.

Orbs are given an entirely new mechanic. Any Keep which has an orb slotted at the daily asset reset, would retain it’s team ownership, but instead lose the orb. In other words, having an orb in one of your keeps at the daily reset would allow you to selectively retain ownership, and upgrades, of one of your Keeps.

Additional changes:

-Sentries give 10 times as many points when killed, have 10 times the hit points, and the position’s take-over speed is 10 times longer.
-Yaks give 10 times the points when killed, have 10 times the hit points, no longer do attack hit-point damage but instead do a knock-down attack.

-Jumping puzzle areas are given player detection, and players in these areas have the AFK timer applied to them, regardless of whether they are showing signs of activity or not.

These changes, in whole or in part, would I think produce a better system over all, one less prone to some of the issues we are seeing currently. Teams would not see themselves behind but such a large number of points, and would both have and FEEL they have a way to get back into the round, even if they find themselves behind on the last day. A greater level of strategy would be involved in terms of disposition of forces during ticks, involving harder choices, with a larger range of worthwhile objectives and considerable point-gaining opportunities existing.

I hope ANET looks as these suggestions and examines how they would play out and impact the nature of matches as well as the difference it would make in player experience. Again some elements are not crucial to this primary effect, but the fundamental changes would be both vital and significantly impacting, producing a better WvW system overall.

If you read all of this, and more so, if you understand it; my thanks.

Ranger Anthrage Stormrider – Sanguine Wild Guild [SW]
sPvP BuildWvW Build
Tarnished Coast Server- Anthrage Stormrider on Youtube

My suggestion for a different WvWvW scoring system

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Posted by: Darken.9670

Darken.9670

I think a better system would be to introduce some way to have a large portion of the points, come from what happens when every side has a large population online and playing.

So for example you could make a supply came worth 1 point, but if everyone on the map was at max population it could be worth 5 or maybe 10.

Or if that negatively impacts a light night population too much, you could try something else. Like an event that only activates when large populations are fighting and this event would give a large amount of points.

My suggestion for a different WvWvW scoring system

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Posted by: Piccolo.7296

Piccolo.7296

I think the points system is perfectly fine. People need to realize that they are still sorting out the rankings. Look at the top 3 servers, they’re all within 10,000 points of each other from last I checked. Any server could have pulled out a win. Give the matching making another week for the lower brackets before you think about altering the scoring system.

My suggestion for a different WvWvW scoring system

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Posted by: Vayra.3290

Vayra.3290

Please don’t use a title that suggests your proposal is already in effect.

The Unnamed[ThUn] – Desolation
Vayra – Elementalist
Forkrul Assail – Mesmer

My suggestion for a different WvWvW scoring system

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Posted by: kKagari.6804

kKagari.6804

Geez, so misleading, and it was pasted on FB as well.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.