Just an idea to put out there that might help resolve some of the issues being discussed so heatedly. I wanted something that would give purpose to blobs and roamers, that could suit prime and non-prime players, and would allow us to play WvW more or less as we wish to. The idea is based on keeping WvW pretty much as it is, after all despite our posts and gripes as a community it’s been fairly ok for three years or we’d have quit playing here.
The Idea:
Change the circles in WvW objectives to make them like the circles in Ruins. When a player has “claimed” an objective the objective counts towards the score and the players get WvW xp for the cap. When the player leaves, the circle starts to decay (like a Ruins does – timer needs to be carefully decided here though). Once the circle is back to unclaimed, the team that captured the objective still holds it, but it is considered inactive and no longer counts towards match score.
For Defenders:
This would mean that there would be some clear merit towards defending a location. With WvW xp for being in the claiming circle at completion (like with PvP caps and Ruins) Defenders can keep the objective active and get some XP reward (and ultimately loot) for maintaining the camp/tower/keep as a point scoring position.
For Roamers:
Roamers particularly on a lower tier or non-prime game would be able to run around and “top up” objectives to keep them active. This would be similar to taking the objectives or checking on upgrades, which is one of the things roamers do anyway.
For Attackers:
No difference. There are no changes that would affect your attack or capture as the objectives themselves are the same and the circles give xp on cap anyway.
For Servers:
Now this is where the change would make a difference. For bigger populations you can leave a defender or two in each objective – which seems to happen anyway. Provided the maps and game play is relatively balanced an attacking force has a chance of taking the camp/tower/keep anyway.
For lower tier matches and non-prime times however we would not only have to capture the objectives but keep them active to gain the score. This idea would end the situation where a small group can cap a dead borderlands and leave to cap another yet still gain points from the empty map. With Active Claiming Circles, to retain the score from a borderlands you would need to leave a small number of players to run between objectives keeping them active. A small defending force has a chance to stop these people so even if they can’t reclaim the objectives they can at least stop them counting towards the score and so can influence the match outcome.
Overall, I feel this idea has the possibility of bringing balance to the issue of a few players having a disproportionate effect on match score without affecting the game play too much or penalising people because of when they can find time to play.
What do you think and what length timer is required for this to work properly?