TLDR: A scoring system that tries to find balance between Fight oriented play and Territorial control play. PPT is removed and 40% of the score is now the result of fight skill. PPT is replaced with a Dolyak based scoring system (PPC,PPU,PPSC) that gives roamers and havoc groups more impact on score. And by increasing the scoring options, more creative strategies can be developed leading to more interesting gameplay. You still must play to win, but now the outcome is based on Fighting skill, strategy and community organization.
How do you think this type of scoring mechanism would alter WvW strategies and Behavior?
FIGHTS AND DOLYAKS
There are many complaints about PPT regarding nightcapping. While this is a problem it isn’t the biggest problem with PPT. IMO the biggest problem with PPT is the lack of scoring options. Prior to PPK, the score was 60% PPT and 40% PPSC (Points per Supply Caravan). The addition of PPK didn’t alter this balance much. The basic strategy in this scoring mechanism is to hold as much as possible while killing yaks or protecting deliveries. All other events while they could aid in the scoring factors were at best tangential. Creating more options in the scoring mechanism can lead to more creative strategic gameplay.
It addition to the existing systems lack of options, many players feel that it completely disregards the value of fighting oriented playstyle. Due to population imbalances, the score no longer reflected who could defend the best of capture the best because off hour captures offered little resistance. In addition the off hour scoring greatly imbalances the final result.
What I suggest is a somewhat balanced scoring system that takes into account Fights, territorial control and logistics: Fights and Dolyaks.
The Dolyaks
The dolyaks become the primary focus of territorial control scoring. Unlike PPT which benefits from holding large amounts of assets, dolyaks can be easily contested by small groups. And since the new mechanic for upgrades is dependent on Dolyaks small groups and stifle an enemy with guerrilla tactics by disrupting supply caravans. In addition Dolyaks are only useful if supply connection exists between the camp and objective it supplies. So camp control becomes instrumental and a potential area of high conflict.
Terminology and score calculation for territorial control:
PPC: Points per Capture. Whenever a non-camp objective is captured points are given on a one time basis based on the tier of the objective. Tier simply represents a multiplier (tier + 1) to the objectives old PPT value. So a Tier 0 Tower is worth 10 points (10 X 1) and a tier 3 tower is worth 40 (10 × 4). Camps are excluded because their primary function is now the production of dolyaks.
PPU: Points per Upgrade. Whenever any objective upgrades points are awarded based on the old PPT value. 5 for camps, 10 for towers, 25 for keeps and 35 for castle. PPU rewards defense and creates an additional incentive to capture objectives. These points are dependent upon camps and dolyaks.
PPSC: Points per Supply Caravan. Every time a Supply Dolyak makes it to its objective, 1 point is awarded to the owner of the objective. If a dolyak is killed, a point is awarded to the killing team. Dolyaks become the most important component on the territorial control side as it still represents a form of passive scoring, but is easily contestable by small groups. And unlike PPT, capturing camps can completely shut down all passive scoring and stop upgrades. Roamers and Havoc groups can make a more meaningful contribution to the score by shutting down enemy supply.
Weights and multipliers:
These are used for experimental purposes to balance the score. Scoring occurs as above but then modified by a multiplier to adjust the relative value of each component. My current model applies the following multipliers: PPC x 2, PPU x 3, PPSC x 2.
The Fights
There are two problems with PPK. First, 1 point for one kill says nothing of the skill of the fighters. Simply engaging in more fights will ultimately result in more kills. Excluding deaths from the equation makes PPK a measure of volume of activity. Secondly, the relative value of PPK is dependent on the amount of fight activity going on. If fewer fights are occurring, then the score is quickly skewed towards territorial control. This could be the result of a low activity tier or players intentionally avoiding fights.
To fix these elements I add KDR adjusted killscore and make the fight portion of the score locked at 40% of total score (or 0.667 of the total territorial score.)
Calculating the Fight points:
First calculate KDR by dividing kills by deaths (Max KDR is 3, Min KDR is 0.334). Then multiply the KDR by the number of kills to get a killscore.
The next step is to weight the killscore points to 40% total points. It goes like this:
(PPC + PPU + PPSC) * 0.667 * (server Killscore/sum of all Killscores)
This calculation results in the fight score being equal to 40% of the total score. However the portion of that 40% that goes to each server is dependent on the their fighting skill and fighting volume.
EXAMPLES:
Tier 1 NA (charts attached)
This example assumes that all dolyaks successfully arrive to their destinations. It bases the Tier of the Objective on the old time model. The reason for these two assumptions is that I do not a this time have access to dolyak success or objective tier data in the API. So I am guessing but it is still useful to give a sense of how the score would look and how much each scoring component contributes to the overall score.
The first chart shows the raw data for PPT, Killscore, PPC, PPU, PPSC and PPT before adjusting the weights.
The second chart shows the weighted values and the final total score. PPT and PPK are weighted zero so have no score contribution. overall killscore contributes 40%, PPC ~15%, PPU ~15% and PPSC ~ 30%. While the Killscore is fixed at 40% the other three contributions can vary depending on activity level. Low activity can result in a much larger contribution from PPSC.
Tier 8 NA (charts attached)
This shows how the score contribution changes in a low activity environment.
Killscore is still 40% but PPC, PPU and PPSC are 6.5%, 11%, and 42.5% respectively. This shows a high amount of passive scoring however it would be easier for an out-manned server to compensate by securing camps and hunting yaks. These examples cannot account for how strategies would change since they use historical data based on another system.
Dolyak Tweaks
Here are couple tweaks that could be done to dolyaks but are not represented in the data.
Asymmetrical Dolyak value: Killing a dolyak is always worth the base one point however successful dolyak deliveries are now worth the tier + 1 points. This means that enemies will be less likely to let you coast with a tier 3 objective as it is now producing more points.
Modulating Yak spawn rate: If off hours play is still considered a problem the Yak spawn rate can be slowed down during off peak hours. This reduces not only the PPSC points but slows down upgrades which reduces that scoring as well.