Snowballing and you - Why the current WvWvW system only "lives" for 20 minutes
in WvW
Posted by: Theik.9340
Yesterday the World vs World maps reset, and supposedly there was a pretty good battle. I wouldn’t know because I was asleep when the reset happened, and right now looking at the statistics it looks pretty much the same as before, except the server controlling everything is now red and called Sea of Sorrows instead of Blackgate.
For me, nothing has really changed because the World vs World is already at the point again where you really can’t do anything.
So what is the problem?
The problem is, quite obviously, snowballing. As one side gains momentum they get bigger and bigger, to the point where its competitors really can’t do much of anything anymore. In a game like Defence of the Ancients this might be, for example, one character getting so many kills that he can solo the entire enemy kill. In World vs World, it effectively means that two servers are unable to do anything for the next week.
Snowballing in World vs World
Snowballing is something you want to avoid, especially in a persistent setting like the World vs World. While it doesn’t really matter if a champion snowballs out of control in a MOBA, World vs World lasts a week, not twenty minutes. This effectively “reduces” the lifespan of the World vs World from weekly to a few hours at best.
Snowball #1: Orbs / Outnumbered
The concept of the orbs is mindboggling, to say the least. Here you have an outmanned buff that gives you extra experience and karma, and a buff for being on the winning side that gives you 150 to all stats and 15% health.
Does this make sense to you?
I hope it doesn’t, because it really does not. If you are already on the losing side in numbers, you don’t care about karma or experience, you want to be stronger individually so you can fight a bit better against the larger swarm of enemies. Instead what happens here is that the side who is already winning is made even stronger.
This needs to be looked at. A simple solution would be to swap the two buffs around, but you really want some sort of scaling solution. If one side is 10 people and the other is 100, you want to make the 10 people feel like there’s a reason for them to play other than seeing all their money disappear in thin air from repaircosts.
Snowball #2: Resource system
Thinking about it, it makes perfect sense. A catapult requires resources, a farm produces resources, so you need to capture a farm before you have the resources to make a catapult. However what happens when server #1 controls everything on the map, and server #2 controls nothing? Server #2 can’t siege anything, they have to take the easiest camps, which are now being defended by people with catapults.
The resource system makes it pretty much impossible to come back from a loss. One side is now in control of castles full of cannons and the other side is armed with sticks and twigs. As a result of this the losing side gets demotivated and people start leaving, putting them in an even weaker position. As a result they can hardly hold even the smallest camps because this will instantly be responded to by the winning side flooding there in large numbers looking for the tiny bit of action left on the map.
The problem here becomes a bit of a vicious circle. You need resources to make siege weapons. You need control points to get resources. You need siege weapons to get these control points. You need resources to make siege weapons. This is a circle that never ends and you simply can’t get into, if you have no resources and no siege weapons, you basically have no chance.
Now while you can in theory take over a camp and then build up siege weapons, you simply can’t keep a camp long enough when you’re already on the losing side. The solution?
Give other ways of getting resources. Why not have the yak’s give you resources when you pillage them? Why not get some resources for completing the neutral events? Basically we need some way of getting resources to start building up a good siege, without having to defend a camp against an overwhelming force of enemies.