Some servers are full while others are low population. Despite the expensive one time server transfer cost and long WvW map queues, many players still want to transfer to a full server as WvW rewards the server that can field a larger army.
Supply in WvW is the summary for logistics in GW2 but it is flawed in that it does not mirror real life army logistics or upkeep costs in other games.
Server A has 50 people and 2 camps . It sends 20 to run supply and has 30 left over to fight. Server B has 30 people and 2 camps. It sends 20 to run supply and has 10 left to get stomped by server B’s 30. In comparision, for an army in the real world, there are costs of maintaining a large force in terms of logistics support ( food, water, ammunition, housing) in your country or in hostile territory. In classic games like Civilization, having a large army means higher gold upkeep costs and unhappy population in cities. In GW2, having a large army means you win. There is no downside or upkeep costs.
To keep programming costs down, we can use the same measuring tools that measures each map’s population for queue management and take that data over 6 hour intervals. Currently we have world bonuses that rewards WvW success, but only a small percentage of WvW players cares about that.
World penalties to reflect upkeep costs of having a large army should be implemented. Examples such as :
(a) – 50% supply carried by each player for full population server. so instead of 10 people carrying 100 supply to build a treb, they need 20 people.
(b) + 50% gold cost and time needed for tower/keep/castle upgrading. They have more players to contribute gold and it makes upgrades more valuable to a zergy server to guard rather than the cap, abandon and recap tactic.
© – 50% WXP earned for full population servers. This will be a very strong incentive for bandwagoners that leech off skilled WvWers to move to a low population server to earn their WvW ranks. I am sure many of you experienced a whole horde of casual players stopping to cap a sentry flag for miserable WXP while vent and map chat is going crazy asking for help to reinforce keep with inner door at 20%.
The new matchup equation every week is refreshing but it is basically rotating which server gets to be victim and who does the bullying. GW2 is a game and like football matches / track and field competitions, everyone wants to win. Winning matters, guild members are like football fans – demand winning results from their teams. The new matchup equations means that to have more wins than losses, you transfer your guild to a T1 server which are all zergy full . The worst case scenario for a T1 server is that they face 2 other T1 servers – which is the norm before matchup equation change : no biggie. But it means that the week after, they get matchup with other T2 or T3 or T4 servers and get to bash/bully them up badly.
Lets use an analogy of cars / vehicles on highways / expressways. To control or regulate the traffic flow , we use tolls / charges. There are the penalties for using these congested roads during peak hours and it works. Full servers hurt the players and Low population servers also hurt from under usage and getting trashed every week ( ask ET ). Using WvW penalties will encourage casual guilds to move to low population servers rather than stick to high population sure win most of the time full servers. A T1 full server will also have more penalty against a T4 high/medium server. If the T4 server has such skilful WvW population, they will rise and continue to enjoy less penalties. If bandwagoners start to join this T4 server and bring it from high population to full, they get maximum penalty and will cause the T4 server to drop again. A lot of focus has been on the T1 servers, little has been done for the T8 servers. Who wants to transfer their guild to the lowest of the low in T8 ? Eventually, you just have to shut it down for under usage.