These days it’s nearly universally accepted by the WvW community that EoTM has not turned out to be the breath of fresh air we were hoping for to re-invigorate WvW. At best it’s a fun way to waste an hour or two between ‘proper’ WvW sessions. At worst, it’s a toxic PvD karma-train.
But why is it this way?
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I’m going to try and give a fair and balanced analysis here, and not just QQ.
Because, if you look at it without the benefit of hind-sight, on paper EoTM is quite a good idea which solves many of the problems players were complaining about this time last year.
No new maps. Queues out of control. Server populations meaning either nobody to play with or play against. Always the same opponents, no new challenges. Week-long matchups dominated by coverage rather than the skill of those participating.
EoTM in theory solves all these things. It’s a new map, which you never have to queue for, and can play while queuing for ‘main’ WvW. Although it’s not 100% guarunteed, you are much more likely to find both allies and opponents in EoTM at any time of day, than in the regular maps which have large empty periods. And the matchups are short enough to be played through in a single sitting, rather than committing to an entire week.
All good so far.
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So what’s the problem? Well, several reasons have been cited for why it isn’t working out.
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First, it doesn’t contribute to the ‘main’ WvW effort, the server rankings etc. However, this is precisely as it should be. Before EoTM was released, people were worried that having additional map instances would give servers with massive populations even more advantage over smaller populations, as they would be able to earn PPT with all their extra players, while the smaller server didn’t even have enough players to fill the main maps, let alone EoTM. So no impact on PPT was pretty much a requirement for EoTM.
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Second, the random instances, short matchups, and no long-term colour affiliation mean there is no “community spirit”. Nobody cares if you win or lose. You don’t feel a responsibility to do the best for your team and help each other out, because your team will very soon be gone, maybe never seen again.
However, is this not the same in sPvP? In soloQ and tPvP you are randomly matched up with people who you might never see again, and you are only allied with them for a few short minutes. Yet, in tPvP people feel an obligation to try and win the match and help their team.
So why does it work in PvP and not EoTM? Is it because there is no reward for winning an EoTM matchup, whereas winning in PvP awards rank points, leaderboard positions, and other rewards? But how could that be applied to EoTM without bringing back the original problem of population-imbalance meaning rewards are more about transferring to the right team, rather than actual skill and effort?
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Is the problem too much PvE/PvD? I think this is a factor, but I also think it’s only a minor one. We have PvE and PvD elements in ‘main’ WvW. We even have PvE elements in sPvP. I don’t think they dominate the map so much that it detracts from the PvP potential. It’s just another factor to consider when confronting your enemy. That said, it should be noted that the Righteous Indignation buff on vets/champs completely dictates the flow of the matchup. If there was no RI, just a diminishing return on loot for killing the champ, would that change things?
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The champ/event rewards (xp/karma/bags) are too high when compared to other parts of the game? This is definitely a real factor. EoTM has become one of, maybe even the most popular way to level up alts. Toning these rewards down would certainly mean we see less karma-training in EoTM. But would removing the XP/Karma train entice the WvW/PvP crowd to return to EoTM? Or is the presence of the train a completely separate issue which has no bearing on PvP?
Continued…
(edited by Ragnar.4257)