Solution to WvW population imbalance problem
So, what if the match is balanced population wise and one server is just better then the others? They shouldn’t progress?
No thanks.
So, what if the match is balanced population wise and one server is just better then the others? They shouldn’t progress?
No thanks.
Sure.
Why not?
Maybe #1 will send players to #2 to balance up the sides?
Maybe some good players will swap sides to reap the rewards.
Did you never play schoolyard football?
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Remove world-linking.
Remove glicko adjust.
Let servers rise and fall naturally and everyone gets a turn at progression.
Problem with your kill green players progression: green team would downplay to make sure some other team is on top and then spawn camp them. Defending any objectives would be counter productive.
This won’t hurt [Much]
Ring of Fire
This will make more people bandwagoning to server where they can ktrain, nothing more, and changing servers when their server finds some oposition.
WvW problems lies on its core concept that is very flawed for many reasons, and the recent changed Anet have done tryed to cover that, wich is impossible w/o tweaking how WvW works the servers sytem, the glicko the strange linking system that never seem to work besides one tier etc…
Population imbalance is not the issue, and that will never be chamnged.
(edited by Aeolus.3615)
remove server rankings as a whole because it’s fake anyway: A-Net detemines the ranking in advance by linking worlds
dude ur op is wayy too hard to read. format it better plz.
ur first idea was horrid. legendaries take alot of work to make. no way to make new ones for this mode unless they are cheap ripoffs of the existing ones (could change their colour or give them horns…..like the other wvsw crud)
The Tiny Yuno Sniper of Ebay [EBAY]
The solution already handles both of your hypothetical problems:
Problem with your kill green players progression: green team would downplay to make sure some other team is on top and then spawn camp them. Defending any objectives would be counter productive.
(green doesn’t have to be #1 btw.)
You’re saying #1 will tank to put themselves in position #2.
(tank = lose on purpose)
They cannot do this.
At least not better than #2 could do if they were to also tank.
Think about that. If server A is larger than server B, and they both try to tank, the result is obvious who will end up with the larger score.
Eventually server A will realise it’s impossible to pull off and will go back to normal playing.
And since #1 cannot fake thier way into position #2, there will be no more spawn-camping than there already is.
This will make more people bandwagoning to server where they can ktrain, nothing more, and changing servers when their server finds some oposition.
ktrain?
ktrain doesn’t give progression score.
You need kills on enemy players.
If #2 wants to ktrain, then all they will do is inflate thier own score and risk pushing themselves into #1, at which point they lose thier progression benefits. So the solution discourages ktrain.
I’m sure the #1 sever would love to take advantage of this.
If #1 wants to ktrain, then #2 and #3 should setup an ambush and farm #1 for all their worth for the progression points.
Derail the ktrain.
If #1 ktrains unopposed, all they do is inflate thier own score making it more impossible for them to get any progression points.
So there’s another benefit: stop ktraining.
Ritsujin.4067, that is interesting but how would that be implemented, i dont see that Anti ktrain working with what we have now, even Anet dont want to stop it.
One thing that i gree mostly is the PPT flaw concept (wich does not look that bad for Anet eyes, the new ppt system is the same before with shorter numbers thr gap is still there).
What i see is players avoiding each other and ktrain like EOTM players want rewards only, ending rewards on capture would have to go, structure need to be more important for the game than capture redudancy is, and players engage in fights only when they outman the adversary due the aoe stacking, and structure melt if a good group atacks due offense is much easier and valuable than defense, IMO for something like to work Anet would need to end severs mostly, and game would need to gain some structure/backbone (wich never has).
Even so, what we have atm is suuuuuper glitchy and very low effort game level, before aply any or similiar thinking to the game, the core WvW (it is the main problem of WvW) need to go out the window, and start refactoring their own work for something more clean and more simple to change if needed.
-We dont know what kind of experience Anet want to gicve with WvW the actual one is awfull in 4 years game didnt growed in quality but shrinked.
-PPT does not make structures important…no one cares about ppt more than free cap rewards.
-WvW Strucutres are easy to glitch and can be overwhelm easilly in a 1-2 minute.
-Map concept/design its awfull (structures built on valeys….. what a joke).
-Maps require alot of players VS game doesnt hold that many players.
-Anet lack of comitment to improve WvW, or they have a very faulty/narrow vision for WvW future and staleness.
If Anet wanted to changed things they already had done it, or shown more decent work than fake changes with score and awfull link and server pairings
(edited by Aeolus.3615)