Well you know what. People complain a lot about the issues in WvWvW. And I understand quite a bit of them have merit, but what people dont offer is solutions, or even ideas. You have to think of it this way. While the ideas we offer up may not be implemented, you are adding to the thought process of ANET, giving htem more to work with. One idea may not work, but it might get them thinking of a solution along that idea’s line.
So with that in mind, Im going to throw in my two or 4 or wahtever cents.
Suggestion 1
When a server is outmanned, begin spawning waves of NPC attackers from the main portal, whos AI is set to attack the closet fort, and 2 supply bases. Do not make them over powered. They alone should not be enough to take a fort by themselves, but should be enough to cause issues.
Why do this? The NPCs will essentially act as cannon fodder and distractions. If there are enough NPCs with Players pounding a fort, it will take more and more of the enemy realm to defend it, causing other points a long hte map to be less guarded and more susceptible to attack. This could potentially force enemy realms to have to actually decide whether keeping 1 fort versus losing a few others is worthwhile or not with their numbers. The wave size varies on how outmanned the realm is, acting as an equalizer. They get sent out in waves to assure there is no steady flow of attackers and giving some reprieve to realms on the defensive. Finally, the AI limits them to where they can roam to, so you cannot use the NPCs to conquer the whole map. Just get a foothold on maps where you have no fortifications/camps/ or otherwise. AI will stop spawning once a certain number of AI on the field is met. So you cannot just stock pile an army of AI. AI will despawn upon arriving at a location under realm control. AI will not run to Locations under realm control. If there are no locations needing to be captured, the AI will cease spawning all together.
Suggestion 2
Give guilds the WvWvW upgrade option to detect enemy players within secured keep walls.
Why: This is to counteract the Mesmer portal issue people complain about. This skill is not a default skill and must be researched into on part of the guild, and only works on claimed forts keeps and so forth on maps. This option is pretty much on a CD, and will cause any enemies within unbroken walls/doors of the keep to be revealed on minimap for a small duration of time.
Suggestion 3
Outmanned and Orb Buffs should be swapped.
Everyone has virtually said this before. Switching the buffs would deter people from speed ninjaing the orbs, cause they wont give your realm a direct power.
Suggestion 4
Traversing the terrain beyond a certain speed kills you.
Call it physics. The game has methods of tracking player location, cause our maps reflect our locations among other things. This is is only set up to kill speed hackers. Short of using waypoints, certain skills which have limited ranges, and movement buffs. There is only so fast you can go for so far. If you manage to exceed it, you are either hacking or exploiting and should be punished for it. What this threshold would be is something determined by ANET since they would know based on its their game.
Give me your thoughts, and post a few of your own. You guys want WvWvW to be funner, balanced and playable. Then start brainstorming. Post your ideas here.