Currently the rewards system offers comparatively very little. Much of the “reward” comes in the form of currency that can only be spent on a limited number of items. Many of these items are poor substitutes for what can be earned in sPvP, Fractals, Dungeons, or Open World events, especially in the newer zones.
Rewards come in many forms. While basic crating resources are plentiful in the bags players drop there is a lack of rewards in terms of (1) special WvW exclusive finishers, (2) special WvW only skins tied to WvW rank, (3) drop rates for better quality gear.
The fear is that better rewards will push people into WvW to farm each other as opposed to playing the PvE content. This is a legitimate concern. If the rewards are too good the players who want to take advantage will do so quickly and flood the market or for some rewards not participate in the market. What is clear, however, is that no matter how legitimate the concern is, WvW rewards as currently balanced are very low. Further, there is no comparable economic concern with adding in skins and finishers as rewards.
There should be at least three finishers available for purchase for bronze, silver, and gold ranks. There should be at least one new armor skin (light, medium, heavy) available to those at bronze ranks or greater also purchased using badges. There should also be a new tokens earned for winning matches that can be spent on new WvW weapon skins. (“Eternal” weapons named after EB perhaps).
This proposal on rewards also needs to take into consideration the players incentives to do “well” by holding more PPT and winning fights. Players need to feel they are working towards larger rewards while being given small rewards along that path — as with sPvP reward tracks. For this reason the solution should be a mix between rewards during the match and rewards after a match is over.
The latter is easily described: gold, silver, and bronze reward chests. These should be awarded to those who complete a decent number of daily events during the week. An option is to make a special Weekly, as opposed to Daily, that once completed flags you for the reward chest for that week. This can include a counter of X number of dailies, number of players killed, supply spent. An example of possible rewards — Gold: 100 badges, 10 laurals, chest of exotic gear, 2500 WXP. Silver: 50 badges, 5 laurals, chest of rare gear, 1000 WXP. Bronze: 10 badges of honor, three chests of standard gear, 500 WXP. These could include tokens, as suggested above, for the purpose of specially purchased weapon skins.
The former requires more detail and complexity. Players often will play early in the week and then stop playing as either their lead is firmly in place or their loss is all but guaranteed. For this reason it is important to increase the rewards earned over time and also to incentivize the process by which those increased rewards are earned.
Another consideration is the rewards side of server imbalance. Taking no specific proposal as guaranteed, as should be the base line assumption under the circumstances, this proposal addresses the issues it is capable of addressing. This does not mean using a reward mechanic to attempt to balance the server population and time coverage issue. What it does mean, however, is that the rewards system should not unduly reward a lack of play. Because the chest at the end of the match mechanic rewards more passive play, such as one small group capturing the entire map at night, the other reward system should focus more on rewarding active play.
There should be two PPT bars. The first is the normal PPT bar tied to weekly rewards and winning, or not, the match. A second bar is filled and resets on a half-hourly basis. This bar does not fill based on objectives held. This bar fills solely based on PPT earned from killing other players and the rewards scale based on the number of points earned overall. I’ve attached a spreadsheet detailing a possible set of rewards for this.
This proposal attempts balance by not being better than the rewards for doing a couple of 5-10 minute fractals and promotes the beneficial “active” gameplay. It also scales down so that the rewards aren’t as significant when activity levels are lower. Players should have to earn PPT for their server during the event period to earn the reward chest.