Hello,
I have already posted most of the following ideas in other messages, somewhere…
As some people (thanks for their comments) found them good, and as some others, in game, say to me I should create a topic about them…well I do it.
I just wish this contribution will feed the reflexion. As usual with this kind of message, just prepare a coffee before reading
ROOTS OF THE SCORING ISSUE
WvW is a match.
The first principle of every organized match is equity in chances to win for all teams : Only collective and individual skills should make the decision.
That’s why collective games have a simple rule: same amount of players (football, soccer, rugby, basket….).
The only reason for a handball/football/rugby/etc. team to have less player than another is because of a penalty…and it’s always one of the biggest penalty because to play with less players is always considered as a huge disadvantage.
The particularity of the GW2 WvW is the length of the match (168 hours) and the size of the teams (up to 4×80=320 players according to my memory).
Teams have not the same amount of players to relay themselves on the field during the 168 hours and do not have an access to the same category of players (in term of time zone coverage specially in Europe with the mix of “national language based teams” and “european teams”).
In fact Gw2 WvW organizes “asymmetric confrontation”…but does not manage enough that asymmetry.
This is unsatisfactory.
And what we call “night-capping” is only a symptom of that general situation.
According to me, there are two main axes of progress.
FIRST AXIS OF PROGRESS: GIVE A SENSE TO THE SCORE
As a competition WvW needs to be a challenge. If the challenge doesn’t exist, scoring itself has no interest.
It’s should be the base: Nowhere you’ll find a never-ending league as we have.
According to my mind the first thing we need is an organized season like in football. Perhaps one or two per civil year…I don’t know but we need something similar.
At the end of the season we could have an annual (bi annual…) tournament.
Imagine: A WvW season starting in September, finishing at the end of may just before university exams…a break of about one month and then a summer tournament until the end of august. Scoring would be interesting. The confrontations would have sense.
SECOND AXIS OF PROGRESS: MAKE ASYMMETRIC WARFARE INTERESTING IN TERM OF SCORING
Once the interest the match established, equity should be organized.
“Teams have not the same amount of players during the match…” Well, well, well,…
So the challenge is to make interesting an asymmetric confrontation, as well as a conventional one during a same match.
And we are not limited to a single measure.
First measure: PPK (already done).
I consider this as a step in the good direction: a team with less people can make a good amount of points against a biggest one if they play better, choosing their fight as in a guerrilla warfare.
It’s a good system as long as a killed player can’t give a victory point before a short cooldown after is death.
PPK exits, keep it preciously.
Second measure: PPT calculation impacted by a team population at the “tic”
According to me it should be a solution to explore because it doesn’t not focus on this or that category of player but on the potential asymmetry of the populations each times the points given by structures are calculated.
The more the players of a team are present on the field at the “tic”, the less the structures should give points to that team. It would change nothing when populations are equivalent, but this would balance asymmetric situations.
The all population of the 4 maps should be considered together because players travel from a map to another, and teams develop for a long time “multi maps zerg”.
There are certainly different clever calculations. however, even if it seems a complex thing to manage, the calculation should remains as simple as possible in its principles.
I recognize that it’s not an easy exercise, but I’m proposing one:
Structures give points at the “tic” to the team that control them. That’s the ppt principle.
A proportion of those points should be variable.
(The proportion of the variable points should be used as an as adjustment tool of the mechanism by Arenanet team).
A team should mark at each “tic” an amount of points equal to the fix part of the points given by this structure plus a percentage of the variable portion calculated from the percentage of its maximum population present at this moment.
As an example, let’s consider a tower which give 10 points at the “tic” every 15 minutes.
In this example (Arenanet team’s adjustment decision) 50% of the points given by objectives are variable.
I do not remember exactly but let’s consider that the maximum population of a team is 80×4=320 players.
The team who controlled the objective has 192 players divided on the 4 maps, meaning that the team has 60% of its maximum population.
So the team should mark:
5 points (the fixed portion) + [5x(1-0.6)] (the variable portion)
= 5+ (5×0.4)
= 5+2=7 points.
A team with 100% of its population (420 players) should mark:
5 points (the fixed portion) + [5x(1-1)] (the variable portion)
= 5+0
=5 points.
A team with 63 players at the “tic” (63/420=0.15 players so with 15% of its maximum population) should mark:
5 points (the fixed portion) + [5x(1-0.15)] (the variable portion)
= 5+4.25
=9.25 points.
The calculations would evoluate at each “tic”, reflecting population trends.
The main advantage would be to make asymmetric confrontations and conventional ones both interesting.
Third measure: threshold effect.
A thing could be done to limit the impact of an unusual or extreme situation, as when one team is momentarily absent.
We could imagine a threshold effect:
As soon as one of the three teams has less than a percentage of its maximum number of players on the field (the 4 maps together) at a “tic”, PPT is 0 for the three teams as long as the situation continue. It does not prevent the other teams to capture structures or PPK, but it limits the impact of the situation and preserve the interest of the match.
One more time that percentage would be an adjustment tool used by Arenanet team.
If we take an example of 5%, it would mean that as soon as a team as less than 320×0.05=16 players divided on the 4 maps, the three teams mark no points for their controlled structure.
Even if they can still take an advantage conquering structures of the absent team, and mark Points by the ppk way, the score is not too distorted, and the interest of the match is preserved
CONCLUSION.
Whatever future decisions nearly taken, they should focus on the sense of the scoring itself and manage asymmetric confrontations, in term of scoring, which are a characteristic of Gw2 WvW whatever day or night.
The objective should be to improve the interest of the competition for everybody, those who play in big teams and enjoy that, and those who prefer small teams and guerilla approach.
Up to all the players who enjoy WvW to adapt their gameplay to win a match, using conventional, guerrilla, counterinsurgency strategies and tactics at the good moment.
Thanks for reading, prepare a second coffee…
(edited by Anvil.9230)