24 hour coverage
How do we make play time in off hours valuable without blowing out the score?
The first and most obvious option is to change how Outnumbered works. Here are some of my suggestions:
Rework Outnumbered – Keep lords gain event scaling, and get buffed to be like EoTM keep lords in that they get a wider variety of attacks and mechanics. Perhaps pull some mechanics from Guild bounties so that there’s an additional challenge to taking keeps.
Double yak movement speed and reduce building costs of upgrades and sieges by 25% Increase camp supply generation rate by 25%
Keeps project Commander’s Presence to the same radius of a guild buff (http://wiki.guildwars2.com/wiki/Commander's_Presence)
Snowballing
How do we give worlds a fighting chance throughout the duration of the match?
currently, there are clear winners in many matchups, especially when servers are not eye-to-eye on coverage. These screenshots show how consistently outnumbered servers do:
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/168419/Lol_Green.png
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/168420/Lol_Green_Na.png
Barring a solution to population imbalances, it would seem the next best thing would be to offer servers with significantly poorer coverage a structural or terrain defensive advantage. I mean make the keeps harder to take, or design a map to significantly advantage the defending team.
I go into more detail on this terrain and structural advantages here:
https://forum-en.gw2archive.eu/forum/wuv/wuv/Proposal-PvP-Map-Rotation-for-Borderlands
Stagnation
How do I feel continuously challenged when my world is ahead?
When a run-a-way victory is at hand, give enemy servers more access to points on player kill. The Bloodlust doesn’t contribute THAT much to world score because it’s based on stomps, If a huge margin is opening up, offer the servers that are behind more ways to gain points, by any and every player kill.
this scoring balance could trigger when you’re behind by 50k+ points, and turn off when you’re at 10k.
How does my world break the hold that other worlds have on me when I’m behind?
This is a very challenging question, because there’s a social factor involved. When you’re running around with the only group of allies in WvW, and your enemies have 3 groups to your 1, It’s quite difficult to hold more than one or two things, because of how map politics play out. It looks like this!
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/155564/StaringDown.jpg (In the picture, is Everyone from our team except for a few scouts in towers and the keep. Among the enemies, is 3 enemy guilds, with a fourth snaking its way around a rock somewhere. Enemy server also has a militia zerg. And then there’s the third server in the matchup)
When this happens, people typically get into K-train mode, If they can even manage that. When you’re facing an entrenched enemy who has upgraded your holdings, and does not allow you to K train, THAT is when people get realllllllly frustrated and start to move to other modes of the game.
Thus you’re in a negative feedback loop.
The only thing that I can think of to help this part would be to give better loot from recapturing your lands from an enemy who seriously outnumbers you. If you got Karka Queen, tequatl or Triple Trouble level loot from taking a keep from an entrenched enemy (It’s about the same difficulty as teq and karka) There might be more players willing to tough it out for the increased rewards.
in short, Morale is difficult to manage when you’re getting absolutely squashed. and I dont know how to help that side of WvW. the main problem is that it’s not fun for either server, either to squash or get squashed.