Anybody who has played DAOC knows what Darkness Falls is and how amazing it worked as a PvP incentive as well as balancer.
For those that do not know, in GW2 terminology would be a Zone (similar to any normal leveling zone in size and complexity), completely separate from WvW, yet linked to it in that only one server would have access to it at a time based on who has majority control over Keeps/Points. Within the zone is PvE content ranging from lowest level to max to “raid level” content. The team currently inside is not removed if control is lost, instead the enemy must kill them to remove them from the zone.
What this zone does, is give an incentive to continue to WvW. It also gives a huge advantage to those losing teams because the winning team will be spread much thinner as they’re inside “Darkness Falls” instead of WvW. It creates a delicate balancing act to WvW, deciding whether guilds or individuals what to keep farming within DF or to continue holding keeps in WvW for your World to remain inside.
This type of zone also used a token system for obtaining gear, at the time it was “seals” of different tiers depending on the level of content being cleared. However, GW2 already has an unused currency related to WvW they could use…. BADGES! which could be looted from mobs similar to how they are looted from keep lords or supply camp guards currently. Loot rewards that at the time of its release were considered the best in the game (basically crafted exotic level stuff in the case of GW2, and could offer unique stat combinations that currently aren’t offered).
Darkness Falls also offered a very very unique style of “WvW” to keep pvp interested. It was basically a last man standing dynamic. Your team would band together to survive as long as possible before inevitably being kicked out, and those deaths just fueled players even more to go back out to WvW and regain majority control in order to get back inside and seek revenge. Even more so, as there are no keeps or clear objectives inside this zone besides “loot camps” it made small man PvP much more appealing, roaming around to avoid or catch players or other groups off guard was extremely satisfying.
Right now, WvW is already becoming stale, players dont want to lose and stop playing or transfer, players who are winning have nothing left to take and stop playing, and everybody is gaining absolutely nothing in terms of personal progression by doing WvW.
So in a tldr version here is what Darkness Falls solves.
-Overpopulated WvW (invisible zergs/lag) are thinned out.
-Underpopulated Worlds have a fighting chance at earning points.
-Players get a way to continue progressing their characters in WvW.
-Players will WANT to WvW regardless of losing. (fixing moral)
-Server Rankings might actually mean something.
-Gives a clear objective for players to want to contribute to.
(arbitrary points don’t mean anything to most people)