Problem: WvW is not balanced and probably never will be. This is largely due to coverage of players between the different servers, as well as the style of play arising from that over the long term on each server. However, the game still tracks scores as if the game mode was fairly balanced, making many matches result in completely lopsided tallies. Trailing with half the score of your competitor discourages many people. PPT doesn’t always matter in the sense of progression or one’s ability to play WvW, but it does have a psychological effect since it’s always taunting you from the UI.
Solution: Rather than determining the score in WvW based on flat rates, the volume of players should also be taken into account. In addition, the score should take into account a variety of WvW areas. Essentially, the goal is to also value the per-player contribution to matches, rather than merely the combined efforts.
In addition, other things could contribute positively to a score. The number of minutes a fortification (e.g. tower or keep) has been under your control, the more points you get. The greater upgrades it has, the more points you get. This makes upgrading and defending desirable, and the opposing teams will do their utmost to keep you from doing so. It may even encourage zergs to split up and cover more ground on multiple fronts.
In my idea, I envision that we track the “normal” areas of the game: Garrisons, Keeps, Towers, Camps, Supply Escorts, Yak Kills, and perhaps more. This gives smaller servers a chance to not only be competitive score-wise in the primary game, but also to focus and excel in certain areas of the game.
At any given time, the number of players on a map is counted into the score of what is currently going on. If one side has 20% more players on a map, they will have to do 20% more to achieve the same score as a side with fewer numbers, or put in other words, each individual player’s contribution on one side is put against each individual player’s contribution on the other sides. As the teams fight to defend and capture points, escort or kill yaks, or perhaps simply kill other players, the score will now reflect the actual quality of the effort being put in across all fronts.
More: There is also better potential for adjustment in this score system. You can tweak several things to get more balanced scores, whereas with PPT, you can change it all you want, but it is pretty much always going to scale the same.
At the end of each match up, the winning server is obviously still the one with most points, and we would also get to see which server is best at tower play, defense, yak related incidents, and so on. Dare I suggest different rewards depending on how you fare in each?
I think this style of scoring would also combat the tendency to flip-flop capture points, given the value of defense on a constant basis, not just with PPT in mind.
I am sure you could find a way to factor the bloodlust capture points into this, in a way to make them more desirable. Let’s say owning one of them slightly augments your score (by how much also depending on the amount of players on the map).
There would be no particular benefit to having more or less players, so no one would grief anyone to leave. I’d venture a guess that a system like this would encourage more people to give WvW a shot even if they’d traditionally be pummeled in PPT. Also, if it is difficult to calculate the player percentage in a three way match, just base the percentage off the maximum number of players allowed for each side.
Cons: I gather some people may say that it will make some people annoyed at “passive” players. I doubt it. A player standing around doing nothing now doesn’t contribute to PPT, and presumably each side would have the occasional idle players to balance each other out (or a few idles here and there wont make that much of a difference). I think the pros far outweigh the minor cons.
It’s just an idea I’ve been thinking about.