Now that we have megaserver tech, it’s time for ANet to get rid of the fundamental flaw of WvW since the beginning: Attaching it to PvE servers.
Whilst WvW was never meant to be super-competitive, nevertheless it has a ladder and league, and currently the server system makes a mockery of these competitive elements.
On the one hand, highly populated servers with good coverage have a huge advantage, but on the other hand, the player experience gets worse and worse, with huge zergs and long queue times.
Let’s get rid of server and set up a proper ladder with real teams.
I propose the following changes:
- There are no longer any “servers”. When you join GW2, you don’t need to choose a server. The Megaserver tech makes each region a single big server.
- Groups of guilds can pay a gem fee to form an “Alliance”. This is equivalent to a registering a team on the ladder. In the system, an Alliance is similar to what servers are currently. Players who belong to an Alliance can fight in WvW for their Alliance, to win WvW and improve their Alliance’s ladder ranking.
- Players who don’t belong to an Alliance (ie. PUGs), can use the LFG system to be a “Mercenary”. They can be invited to a party by any Alliance and participate in WvW for them. Alternatively, PUGs can play in Edge of The Mists if they don’t want to be a mercenary. (or while they’re waiting to be invited.)
- So now instead of disorganised servers, with spies, bandwagoners, PvE people trying to get their world completion, etc, we have proper competitive teams made up of groups of guilds, who can manage their players, recruit across timezones, etc.
- Since all the members of the winning Alliance actually chose to be there for WvW (rather than just picking the right PvE server), you can give good and meaningful rewards for winning WvW. For example, the winning Alliance for the week gets 1,000,000 Gold and a sum of gems, divided evenly between all members of the Alliance.
(This rewards smaller Alliances – if you can win with the least amount of people, each will get a better reward!)
It’s time for the true spirit of Guild Wars – combat between organised voluntary groups of players – to be put back into GW2.
Edit: The beauty of this system is that, because Alliances are fully responsible for their own success, we can make Winning a WvW match actually have meaningful rewards.
At the moment, whether a Server wins a WvW is partially decided by performance, and partially decided by other things like population, etc. Also, when a Server wins, it’s very difficult to automatically detect who actually contributed to the win, versus other players on the server who didn’t really do much in WvW at all.
When an Alliance wins, it’s assumed that every member of the Alliance is part of its success. The game can dish out a hefty reward and divide it evenly between the members of the alliance.
Whether each player actually -deserves- the reward or not, becomes the responsibility of the Alliance. After the season ends, they can kick out people they don’t like, or train them, or yell at them, whatever. But basically noone can bandwagon for easy rewards, unless their Alliance is happy to let them do it.
Having a prize of 10,000,000 gold (or whatever) evenly divided between all players in the winning team is something that simply isn’t possible in the Server system. So instead of rewarding overall victory, ANet is forced to reward various objectives in the game, like taking a keep, or getting kills, etc.
But this is inherently flawed because it incentivises behaviours that don’t necessarily lead to victory. Eg. two zergs running in an infinite loop taking empty keeps back and forth from each other, is the optimal way to earn lots of rewards from taking keeps.
Ideally, rather than trying to design a system that tries (and fails) to reward certain actions and behaviours that might lead to victory, it’s much better to have a system that rewards victory, and let people do whatever they can imagine to achieve the win.
(edited by Rieselle.5079)