Reality of so called Oceanic Population Imbalance - Player Driven Solutions
in WvW
Posted by: Isomyr.6319
So there are constant posts at the moment about how oceanic and SEA population imbalance is destroying certain match-ups but people are missing key pieces of data and choosing to simply ignore others.
There are things that we as a playerbase can do to mitigate these.
So taking my bracket as the example (I`m a HoD oceanic) we have HoD / SBI / ET and supposedly HoD has a massive oceanic zerg that far outnumbers the others servers.
The facts however are slightly different, AA recruited the largest Australian guilds:
http://www.guildwars2guru.com/topic/36676-ascension-alliance-together-we-rise/
These guilds together far outnumber in pure population terms those HoD can field in this timezone
Similarly SBI has huge numbers via Evil and WarMachine in this time zone and are constantly cleaning house. From what I have seen they can basically fill a map each with numbers to spare.
So if potential population isn`t causing the score disparity then what is? I`ll suggest a few things from my perspective along with some player driven fixes. Whether or not my perception is valid only we as players or A-net with actual mined data can say for sure but I encourage people from all server to speak honestly about their numbers, playtimes, organisation and play styles so we can get a clearer idea of the actual problem without all the emotion and passion that comes with winning or losing.
1) Population != W3 population
HoD while having smaller numbers overall in the oceanic / SEA timezone seems to have a far higher ratio of W3 focussed players and guilds. (I would love to see graphs of W3 queue times vs online population for each server to see if this is actually the case or not but that data is pretty key to A-nets business so I don`t ever expect to see it).
- Possible solutions, encourage more W3 amongst your server populations. I suspect this will change over time as more and more people hit 80 and get fully geared but gentle nudging of your realm mates is good.
2) Large difference in play styles and player aims
HoD oceanic timezones has some very W3 focussed guilds that operate independently but coordinate together. The result is that you have multiple fronts being pushed or defended at the same time. I know US time SBI and ET have this but come oceanic times even when the maps are full ET / SBI seem to roll around in large zerg balls from one objective to another which is not an efficient use of resources and is not sustainable.
Possible solution – alter your playstyles and spread out across the map. This will not only keep your opponents on the back foot it will facilitate more skill based, small group play, it will eliminate the render problems people are complaining about and provide variety to all players in W3 instead of running back and forth between 2 locations.
3) Server Transfers
We all (including my alliance) need to take responsibility for the longevity of the game if we want GW2 to succeed and be sustainable. As such we need to consider splitting / merging and transferring where appropriate. I would love A-net to provide more data to help us the player base make meaningful choices and I think they have to do one time guild influence transfers, but even now there are some really clear choices available but people would rather complain and hope A-net fixes it via some band-aid mechanic than make a move themselves.
I am guessing that these issues are showcased to varying degrees on all servers so data from anywhere is welcome.