Hey everyone, I thought I would toss this idea out there since we are on the cusp of HoT and the devs seem a lot more active on the World vs. World end of things (I’m optimistic basically). Before diving into it, this idea is not a massive rework of WvW, but could still potentially give good results. Easy to implement = low cost = easy to test. I think something like this would be acceptable and fair in WvW since we all know the scoring system is not competitive 3/4 of the time. Population/timezone imbalances are simply too hard to control. In doing this I would hope that this will smooth out population/timezone imbalance so it is not as pronounced, because there truly is no perfect solution to finding a balance through managing transfers, server WvW activity caps and map caps. I think this idea, while somewhat complicated and has its imperfections (like all great solutions), still gets us to where we relatively want to be while adding some more depth to the WvW experience. Read on!
Revenge
This will be a buff that will appear like the “Outnumbered” buff when the favourable conditions are present. In general it works like this: Gain points based on a percentage of the difference between the score of the server who’s ahead of you and your world’s score for capturing and holding objectives in their territory (referring to total current score, not PPT). For example, if Server A is at 100,000 points and Server B is at 75,000 points, the percentage of points gained from Revenge comes from the 25,000-point difference between the two servers.
When are you eligible to gain the Revenge buff?
- 1st Place: Cannot earn points from Revenge (ineligable)
- 2nd Place: Can earn points from capturing objectives in the first place server’s territory
- 3rd Place: Can earn points from capturing objectives in the first and second place server’s territories
What are the conditions to gaining the Revenge buff if you are eligible?
- You must hold your side of the map before you can gain and utilize Revenge to your advantage (excluding camps). Much like the Outmanned buff, it is effective only on the map you are currently on. You must hold your side on each of the other maps to gain Revenge on those particular maps.
- In Eternal Battlegrounds, your server needs to hold the four Towers and the one Keep that is closest to your spawn.
- In your home Borderland, your server needs to hold the two Towers adjacent to your spawn and the Garrison.
- In the enemy Borderlands, your server needs to hold either Bay Keep and Briar Tower or Hills Keep and Lake Tower depending what side your spawn is on.
- This is done to incentivize defending your own points before going on the offensive and gives counterplay to the other servers to potentially stop you from obtaining the buff. This does not stop the server from earning points from Revenge on an objective they already captured in the 1st place server’s territory.
Once the Revenge buff is active, how do you gain points?
- Example: If you are the blue team and you are in second place, while the green team is in first, you can take and hold objectives in the Lowlands of Eternal Battlegrounds, the two Towers adjacent to their spawn and Garrison on the green team’s home Borderlands and Bay Keep and Briar Tower or Hills Keep and Lake Tower on their enemy Borderlands (varies depending on what side their spawn is). Camps are not included.
- Points are awarded for the initial capture of the objective and each time it is automatically upgraded to another tier. It can therefore award points a maximum of 3 times.
- If you capture an objective in green territory while it is owned by the red team (3rd place), no points will be rewarded by Revenge on initial capture. However, you still earn points from Revenge upon the objective upgrading.
How much does each objective type award?
- Castle: Awards 20% of the difference between the scores of your server and the server you captured it from on initial capture and each time it is automatically upgraded to another tier.
- Keep: Awards 14% " ".
- Tower: Awards 6% " ".
What is the counterplay against with Revenge?
- The server who lost an objective against a server who possessed Revenge can recapture the objective, which will give a time penalty to the invading server depending on how upgraded it is. During this time period they cannot gain any points from Revenge on that particular map.
- This is in place to incentivize the invading server to defend those objectives and to be wary of overextending themselves.
- If the objective is recaptured when it is tier 1, the server is dealt a 30 minute penalty.
- If the objective is recaptured when it is tier 2, the server is dealt a 15 minute penalty.
- If the objective is recaptured when it is tier 3, the server is dealt a 5 minute penalty.
- No penalty will be dealt if the other invading server captures the point instead of the 1st place server (or 2nd place, depending).
- The penalty does not nullify points from Revenge on objectives that the server captured during the penalty that upgrade after the timer is lifted.
In summary, here are some advantages why ArenaNet should seriously consider introducing this after Heart of Thorns has launched: 1) It should do a nice job smoothing out population and timezone imbalances. 2) It is relatively easy to impliment and modify as the mechanic is not “physical” except perhaps some new dynamic events to show the presence of Revenge on an objective. 3) It promotes double-teaming the strongest server naturally without explicit coordination, which will greatly increase the closeness and excitment of matches. 4) It introduces more rules to the highly simple WvW rule-book, therefore adding more richness and depth to the experience. 5) It improves motivation and therefore competitive spirit of servers to win because they always have the feeling that they can close the gap, as opposed to right now which seems like an insurmountable challenge. 6) It gives clearer goals to servers on what to do, therefore allowing for easier participation (an emphasis on integrating GW2’s dynamic event system will be critical to ensure Revenge’s rules are clearly understood). 7) The matches are closer, but the win must still be earned because the bonus points from Revenge get smaller and smaller the closer the scores get (percentage based).
Finally, the Glicko2 rating system would no longer really be of use with this new Revenge mechanic because the scores are going to be inaccurate due to the fact that they will be much closer than they would be otherwise. Therefore, moving away from Glicko to a winner-up/loser-down system (or 1U1D) will be much better. I have made some changes to my idea since the original post and have 2 different options. You can read them below! 1U1D basically means that the 1st place server of a matchup moves up 1 tier, the 2nd place server stays within the tier, and the 3rd place server moves down 1 tier. This happens across the board, creating a large variance of matchups. I firmly believe that adding these two features will retain players better and create a more healthy, competitive and fun environment for WvW in GW2. Thanks for reading!
Update 09/28/2015: Standard 1U1D simply won’t do, because it is too volatile and gives servers too much control over matchups, so I am going to present 2 different variations here that may solve this:
1) A combination between current Glicko-based variance matchups and 1U1D. This will function similar to what ArenaNet has done with Tournaments. The 1U1D matches will come around every other month for 2 weeks, then standard Glicko-matchups will resume for 4 weeks til its time for the next 1U1D portion. What’s different is that there will be no Gold/Silver/Bronze so Glicko adjusts itself across all tiers in the most efficient way possible. Hopefully these bit-sized portions of 1U1D will incentivize the NA servers to better spread out, becuase half the matchups during 1U1D have the potential to be lopsided (or all of them if your regular matchups under Glicko are terribad). This is because the server who is weakest in the tier above you and strongest in the tier below you (assuming you earn second place in 1U1D meaning you stay in your tier) will pay you a visit every other week.
2) 1U1D determines matchups in the following week when a certain server or servers gain or lose Glicko rating above a certain threshold in the current week. I think this one is pretty smart, because the system actually recognizes innaccuracies when they happen and acts to adjust them immediately in the next week. The 1U1D determines the matches week after week until any servers stop losing or gaining above the threshold amount. It would essentially fix what is wrong with Glicko, because the system would actively eliminate innaccuracies, maintain even matchups when no changes are required and allow servers to move up and down the ladder when they need to. Right now I think a number like 25 could be good (as in if a server loses or gain above that value in 1 particular week).
Tidal Legion [TL] – Sea of Sorrows
(edited by Michelangelo.1742)