I have a loongish post coming with some detailed feedback that can make the game a lot better. But Ill post the jist of it here:
There are some severe problems with the scorekeeping in WvW right now. There is no account for difficulty. For example, if a server is fielding 3x the population of another server, do you think its a fair metric that that server gets ALL the points ALL the time. What that does is create a lame duck scenario where the winner gets to play kingmaker. (Why is a lame duck/kingmaker scenario bad, see sirlin’s blog on olympic badmitten).
Lots of people are discouraged when they see the score so out of wack and so uncatchable.
The solution? Award bonus points to servers that take and hold objectives against larger numbers of enemies. If I am outnumbered 10:1 overall (all maps are taken into account) I get 10x the amount of points the site is worth immediately when i capture it. Basically, if your server outnumbers the enemy by so much that you can afford to guard all your camps with 20 people when the enemy server only has 10 people total, that server should get major points when it takes objectives. You do not get any additional points for holding objectives, the idea is to get the server involved in making headway into wvw.
This is an anti-snowball mechanic that will help normalize scores in off peak hours, or in matchups where a server is just hopelessly outnumbered at all hours. The number is something I threw out there on a whim, and I’m sure that you guys can come up with better metrics so the system cant just be abused to rapidly gain score but a mechanic that is dynamic like this would help correct scoring issues.
The other method is to make holding objectives for the team that vastly outnumbers the enemy worth less points per tick, by keeping track of a ‘difficulty’ rating. Take your server, multiply its population by 2, compare it to the total enemy population, that is your baseline. If its an even fight the baseline will be 1. The baseline cannot exceed 1 so simply logging out your guild before a point tick wont net any results, and the count is for total number of unique people logged into your map within that 15 min span, to avoid any log out exploits to gain more score. If you outnumber the enemy your points are going to be worth less by that , to a minimum of 10. This is another anti-snowball mechanic designed to prevent a server from outscoring both opponents by almost a factor of 10 (see BP vs Kaineng vs Devona’s Rest). Again, this is to avoid a lame-duck or kingmaker scenario.).
Third, eliminate stat advantage for holding orbs. Make them worth points, and give +exp +karma +MF awards to the team that holds them.
Fourth, fix the outmanned buff
currently it doesnt reapply if you get downed and revived. You lose the buff till you leave and reenter the zone.
make it give meaningful boosts that increase the players effectiveness in a fight, the prevoius orb bonus should be transferred to outmanned.
Basically, the major concern right now is the huge snowballing effect on the score that ‘night capping’ or ‘morning capping on weekdays’ causes. It creates an unwinnable situation for servers, where they become lame ducks. Once a server becomes a lame duck, nothing they do will have any effect on the outcome, and the players of that server are now worthless. So they lose morale and quit playing wvw till friday, making the situation worse.