I don’t think I need to restate all of the problems people are complaining about. Nor do I think I’m the most qualified person for solving them, but well, I might as well try. I’m sure some of these ideas have come up before, but I don’t read the forums enough to know for sure.
1: Move Orb locations outside of keeps, and into the supply camps closest to each team’s spawn
Why: Look at the starting orb spawn on each borderland. If the defender has the orb, it’s constantly at risk, yet it’s in a location that literally offers no strategic benefit outside of the orb. The supply camp nearby is decently important, but three people can flip a fully upgraded supply camp at a decent speed, and the actual zerg that it takes to take the orb from the defenders is far less than it takes to take it from either of the attacking servers. Likewise, if the attacker has the orb, it’s located in either Bay, or Hills, with Bay being notorious for zerg stomping, and Hills being a total meatgrinder at times.
What it (hopefully) does: Makes orb much easier to take, and more frequently changes hands without the use of hacks
2: Make the entire EB jumping puzzle entry a no-siege zone.
Why: It pretty much just prevents arrow cart/ballista entryway camping.
3: Divide each day into three 8 hour chunks for WvWing, each ranked seperately, and only scoring points for the server while active.
How it works: Each server has three 8 hour time chunks, one reward score, and one match score. The reward score is for the Gatherer and such rewards. The match score is the comparison of how well each team is doing, same as now. Each time chunk is really 8:30 long, but stops accepting new players at the 8 hour mark, and any currently unsieged points are disabled (no crossed swords on the location and it becomes safe). Likewise, scoring is disabled at the 8 hour mark, but it is carried on so that any currently active sieges are not wasted, as you start with the territory. Each time block is matched seperately based on the server’s ranking at that time block. Each time block is valued equally towards rewards.
What it (hopefully) does: Enables 100% WvW uptime without enabling nightcapping/ billion arrow cart overnight meatgrinders. Prevents off-peak hours from feeling like a horribly onesided situation, as each timezone is matched seperately.
I don’t really have a good idea for dealing with the server transfers that doesn’t ruin the day of the occasional PvE player.