Q:
One of the biggest gripes about WvW has always been population. With the large population of some servers being stacked against the smaller populations of other servers, there are often blow out matches. This is a much bigger problem on NA than on EU.
I had some thoughts on the concept.
Rather than the existing 120 (IIRC) player per side per map cap as it is now. Reduce the map cap to, say, 40 for the sake of discussion. Now, when one shard is completely filled by all three sides a new shard is created kinda like the megaservers. Now, one might think “but then the first players on to the new shard have the advantage of numbers”. To address that, the shard would fill up in equal numbers based on the lowest number of players in the queue.
For example: there are 10 players in server A queue, 20 in B and 50 in C for EBG. So 10 players from all three servers would be allowed entry to the new shard, while the 10 and 40 remaining from B and C would stay in the queue until more players arrive from A. Once the 40 players per side cap is reached a new shard is created and the process repeats up to a maximum of, say, 3 shards for the sake of argument. Furthermore, this only works if there are a minimum 5 players in each queue else the shard doesn’t open
There are hopes that HoT may bring some new scoring scheme but this is doubtful. I won’t speculate and instead will stick with PPT. Each shard contributes points as normal except the points awarded would depend on the number of shards open. So with only 1 shard full of players, it would tick as normal, but with 2 shards open the points are halved and if all 3 are open then it is reduced by a third. Rather than be a blanket permanent reduction by a third, I felt a scaling points system would be fairer so that all player’s contribution would be equally distributed. A system with more shards would reduce it proportionately.
There are a couple of points that I think this system addresses.
1. Server wvw population bloat: Some servers are massively loaded with players while others are barren. By having, a cap on number of shards available with a tight restriction on numbers, guilds that can field quite good sized groups on their own will have to think about whether to relocate or not. This would be beneficial to the lower tier servers
2. Frame drops: Anyone who plays in the big fights knows of the drag on graphics, particularly older machines, that huge zerg fights (>50 players per side) have. With a cap of 40 (or maybe less?) players per side, this might be addressed.
3. Coverage: A big grip is coverage by OCX and SEA. As I haven’t played on NA I have no idea what sized groups are being fielded, so it’s a guess that a 40 player cap is suitable.
4. Tactical play: Big zerg fights are fun no doubt but it also be repetitive. With a full map of 40 (or whatever) players a side, commanders are forced to think about how to deploy their players. How many scouts? How many havoc groups? How big for the main body?
Rather than a solution, it’s more of a thought exercise