Okay so I’m going to start this off with covering two perceived “major issues” I see with WvW. The first one, which has at least in theory, been a (potential) problem since day one. Population balance also known as “server stacking”. The second one being recruitment. Recruitment of new players wasn’t a problem prior to MegaServers for PvE since all and only players from your server saw the map chat. Now that PvE is one huge cluster-**** of players from all servers, I have found recruiting new WvW players much more difficult if not impossible. I have a “rough draft” idea that, if developed and implemented properly could resolve both of these issues, as follows. Bear in mind this is a “rough draft”, so all concepts and names could of course be changed to something to possibly better suit the actual production version of the game.
First, players would have to chose between one of three “factions” or “orders” (specifically) for WvW. For sake of conversation we’ll say either “Durmand Priory”, “Order of Whispers”, or “Vigil”. This would be a permanent decision and the only way to join one other than the one you initially picked would be to re-roll or roll a new character.
This would basically eliminate “servers” as we know them. For example, now, instead of being on Anvil Rock, Jade Quarry, BlackGate, or any one of the fifty-one servers; you would simply be either “Durmand Priory”, “Order of Whispers”, or “Vigil”. This is also how you would “identify” now, so this part would resolve the recruiting issue. Now when recruiting for WvW your message could look something like this “GuildA recruiting Vigil for WvW”, so everyone on the PvE megaserver would be one of the three factions/orders, much better than potentially trying to recruit for one out of twenty-four/twenty-seven servers. This is also what would determine a teams “color” for the week. For example: this week “Durmand Priory” is Red, “Order of Whispers” is Green, and “Vigil” is Blue. The same system currently in place used to determine “color” could be used for this.
Second would be the bulk of the (new improved) WvW system. Players would have to pick which “campaign”, “mission”, or “server” (whichever you’d rather call it) that they would play on for the week. This would be a choice the player can make/change once per week, and players would not be able to change once they’ve chosen for that weeks battle.
This is where I also think there would be the most room for creativity. This portion of the system should be developed and implemented so that it was truly dynamic based upon how many people are actually playing the WvW game mode that week. For example, there would be “base” campaigns/missions/servers and they would all have hard caps for that week that could not under any circumstance be exceeded, but if more players show up to play in WvW, more campaigns/missions/servers would dynamically be created so that nobody is left out. The creativity part comes in where I believe even different maps could be used for different campaigns. So if a player feels like playing a certain map that week, they could join the appropriate campaign. With this whole new system, EoTM would no longer be needed, as we know it (a WvW “MegaServer”), but, the EoTM map itself could be one of the possible campaigns/missions/servers to pick for the week. I’ll even throw one more in the mix for my big example. I often see people talking a lot about “fights”, so you could even design a map specifically tailored to this play style. Maybe even absent “objectives”. So under this example there would be six base campaigns/missions/servers. Two for the WvW maps as we currently know WvW, one “high pop” one “low pop”. Two for the EoTM maps, again one “high pop” one “low pop”. Then two for the “fight” maps, one “high pop” one “low pop”. This would be akin to two of the current WvW “tiers”, or six of the current WvW “servers”, so they should be easily filled (we do have more than enough people that play WvW to fill six servers/two tiers). As they hit their “hard cap” duplicate versions of any maxed out campaigns/missions/servers would be created for people to join. Although absent a third set of WvW related maps and the “base” campaigns/missions/servers would be just four, two for the WvW maps we know (one high one low), and two for EoTM (one high one low). So for example we’ll say that the limit for low pop campaigns/missions/servers is fifty, and the limit for high pop is one-hundred. These would be hard limits, based on how many people chose that campaign/mission/server for that week and not how many are online at that given moment, as we don’t want a massive problem with queues again! For example: we wouldn’t want fifty people to sign up for a low pop campaign/mission/server, then have twenty-five log out, and while those twenty-five are logged out, permit another twenty-five to join up, then if they all try to play at the same time later on; we’ll have a massive queue problem (again) because there will be seventy-five people signed up for that campaign/mission/server despite an intended limit of fifty! Instead the campaign/mission/server capacity will be based upon how many people sign up for a given campaign/mission/server for that week. Where again, more will be added dynamically as needed. I believe that this would solve the population balance AKA server stacking problem because it would impose hard limits of capacity that would basically reset every week. Which would accommodate for people coming and going (which is always going to happen). If people abandon WvW (or GW2 all together), that’s okay because next week it resets to “base”. If more and more people start playing WvW (or GW2 & WvW), that’s okay too because subsequent campaigns/missions/servers will dynamically be added as needed.
So I’ll attempt to summarize all this with some text based “flowcharts”:
The current WvW system:
PLAYER => SERVER (1 of 51)
Players choose one of fifty-one servers. No real effective way to recruit “new blood” from PvE any longer since PvE no longer uses the “server system” but WvW does. Some servers have/wind up with too many people while some don’t have enough. Static system, with no forced player dispersal, allowing the continued “too many” and “not enough” per server.
My proposed “new and improved” WvW system:
PLAYER => FACTION/ORDER (1 of 3) => CAMPAIGN/MISSION/SERVER (1 of 4 – ?¤)
?¤ = as many as needed – dynamically added
Players would chose one of three factions/orders (which would be permanent). Recruiting or finding a guild that focuses one of the three factions/orders in the PvE MegaServer system would be decently easier as players would be from one of three factions/orders opposed to being from one of fifty-one servers! Players would then chose a campaign/mission/server (weekly), choosing exactly what they want to play (IE: WVW maps HIGH pop, WVW maps LOW pop, EOTM maps HIGH pop, EOTM maps LOW pop, FIGHT maps HIGH pop, FIGHT maps LOW pop). Having some servers/missions/campaigns being overpopulated while some are underpopulated would be a thing of the past because this would be a weekly player choice that dynamically adjusts when and as campaigns/missions/servers reach their hard limit capacity.
To my fellow WvW’ers, please feel free to provide input on this matter. I would also like feedback, whether positive or negative, from someone @ ANet on this. Thank you everyone!
© sparc.3649 ~ LPC ~ Anvil Rock
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