I know we’ve seen plenty of ideas already but I wanted to offer another. It’s not without its faults but it could be fairly easy to implement and might solve a few problems. Sorry this is such a long post but I’ve tried to address all the problems I could think of as well as the benefits, so hopefully it’s comprehensive. I’m sure people will tell me if I’ve missed something
The idea is to pair tiers to give the opportunity for populations to mix and to bring a little more variety into match ups.
I’ve based this idea on NA because it has 8 tiers. I’m sure there’s a way to make it work for EU too but haven’t finished thinking that through yet.
I suggest pairing T1 with T5, T2 with T6, T3 with T7 and T4 with T8.
Each match up still has 3 teams (red blue green) just as it is but, crucially, players from the same colour can play on either tiers BL maps.
I chose these pairings because it seemed fairer than putting T1 with T8 etc. While this would possibly give more even total population numbers the difference between servers might be too much to make this enjoyable. Pairing the servers the way I have puts the lower top tiers with the lower bottom tiers, with hopefully less disparity in game play.
Pairing tiers and not servers like this allows for some variation even if the servers in the two tiers remain the same each week.
Potential problems:
- Big server A (say T2 green) will stomp all over little server E (say T6 red) in their home map.
Possibly. But server A is still facing servers B and C from T2 and if they are off stomping a little server map who is in their T2 BL? And who is holding EB for them? Either you keep as one big force and leave one map open and undefended, or you split your force across more than one map. Have your opponents done the same? One big zerg would be hard to beat but several smaller groups can cap more stuff in a given time and all the while the players from the lower tier server are scouting and roaming and capping stuff too… One big zerg may be unbeatable in a fight but may not be the highest scoring solution.
- The idea is too complex for players to grasp – too many maps to choose from.
It would take time to get used to but it’s not more complex than picking which map to go to now really. It would be helpful if you could see the approximate population of your team on each map though so you can choose whether to go to the map with most players on or whether to roam quietly on your own.
- There aren’t enough players to fill the current maps so it’s plain stupid to allow them access to more!
Actually what this idea should do is give a bit more variety and choice. At peak times like reset high tier players don’t need to queue for a BL map. At these times low tier players can in effect join a higher tier game if they want without the need to transfer. At low population times the low number of players from both paired servers can access and play on the same map so you could get twice the current population if people want to do this. There should be more total players on for a given colour and so more support should be available at any given time, simply because two server populations are available. I’m not trying to say that each map will have a higher population – I doubt this would happen but there would be more players available to attack or defend any single map.
- It will make night capping worse.
Leaving aside that “night capping” is the wrong term for population time imbalance, there will be more available players for any given colour at any given game time simply because the available population is the sum of two servers. Often the reason that scores become widely imbalanced is because there is supposedly no one on to cap stuff back. The chances of no one being on at all for a given colour would be less, although what these players choose to do in their game time is up to them of course.
- Scoring would be a problem.
This is the area I’ve had least success at resolving. One possibility is to simply add the two green instance scores together and use that as the score for each green server (same with the other colours). Taking an average score could result in the higher tier server feeling it is carrying the lower tier one too much. I’ wonder if some form of player participation scoring that would scale scores for each server might be better (sort of percentage participation per active WvW population member but this could get complex quite quickly). The scoring is an area that needs work, but I’ll go with total score across both maps just to get the idea and discussion going. I know it would affect glicko scores a lot more for the lower tier servers but glicko needs a shake up anyway IMHO.
Good things about paired tier matches:
- There would be more possible match combinations within a tier pair so even if you stayed in the same tier you could face 6 different matches from the same pool of players.
- Higher tier players can enjoy the chance to play in smaller group situations and lower tier players can experience playing with and against higher tier guilds without having to transfer servers.
- Server identity is retained, guilds are unaffected, and there is a bigger pool of players available so populations can choose to be more focused or more spread depending on what players want.
Overall the idea would bring what I believe should be a positive opportunity for more variety in matches and play with minimal change to the basics of WvW. The biggest question may be whether the Devs could code the map choices.