Hello guys.
I apologize in advance for the English mistakes, it’s not my main language.
I want explain in this post the problem I saw in WvW and a possible solution.
Comments and critics are welcome.
Summary / definition of the activities that can be done in WvW:
- Zerg groups of 5+ player composed of a commander and followers.
The purpose is to make big fights or capture any goal, defended or not. - Guild fight groups of 5+ player composed of a commander and followers mainly of same guild. The main purpose is to kill other player in fights.
- Roaming fight between individuals or small groups (max 5 people) on open-field goals (camp and Dolyak) or simply for kill each other .
- Scout monitoring of strategic objectives against enemy activities and siege use for defensive purposes.
Problems which I think are important today:
- Many servers don’t have the appropriate population to maintain a “Zerg” group active. They must adjust to play only in roaming activities primarily ( for numeric issues ).
- In many servers, even if there are enough people for a “Zerg”, usually they missing commanders to follow because this activity isn’t profitable or don’t produce any benefit either in terms of prestige or economic.
Proposal Solution: Megaserver Word vs Word.
- All servers flow into the same maps ( eternal and borderlands). Virtually this will remove the need for a continuous transfer to perform the WvW activities.
- All of the same color server ( like blue, green and red) play together and for this proposal they will be called “team”.
- Being in the same server is useful only to keep up the same friends color.
- All WvW maps have the ability to have an overflow.
- The main overflow works as the same of current one.
- Other overflow is activated, if and only if, all 3 “team” have a higher queue than a particular number.
- If the new overflow don’t start, the queue stay up.
- As already happens in “Edge of the Mists” or PvE, you can join another instance of the same map if the player is already in that.
- Victory, defeat and matchmaking algorithms are applied to the “team” and not to servers ( alone or linked).
- If you enable a commander tag in WVW you will need to confirm the role you are going to play (zerg, guild, roaming or scout).
- Only one “Zerg” commander tag is available for each map.
- It may be subject to a vote of the players of the map for elimination. (more than 75% of the population).
- Increase max. capacity for the squad with “Zerg” tag to contain the entire map population.
- For the roaming and scout tags a very large but not infinite amount of tags are available in every map. (One for each objective in map?)
- According to the role chosen at the activation of the tag, there are specific achievements that gives rewards and titles to the degree of responsibility and the role performed.
- The various commanders will be added in a list.
After the match end, according to the number of enemies killed and WExp generated, a system will create a ranking .
According to the ranking at the end of the match, commander get rewards and unique titles. - The victory of a “team” in a match gives a specific reward to all team players who played last matchup.
The reward will be calculated on specific tiered achievement.
It will resets at same time of match.
Possible problems:
- The megaserver PvE system has already demonstrated an important critical issues such as the early closure of the maps and the lack of queues to change instance.
- If an instance is full you can not enter it.
- The money/gold spent so far on the server changes may be thought as waste of money.
- The economic profit of Anet by people who spend to move constantly from server to server would be minimized if not canceled.
But if the player not play WvW the result is the same XD