Yes, it has come to this, and an alliance/battle group type system will likely be placing all of GW2’s WvW eggs into 1 proverbial basket in the future, so let’s hope it is done right, because quite honestly, the risk is astronomical. I know people are likely sick of hearing player suggestions on how to salvage the state of GW2’s WvW, but I think you can deal with one more quicky.
So I’m going to suggest something in the hopes that it (or even just a part) sounds more reasonable, feasible, realistic, and agreeable than what is rumored to be entailed in an upcoming alliance system. It’s short, relatively simple, and I think has a much better chance of saving face for WvW, all while utilizing much of what’s already in use or available.
WvW Alliance System That Retains Server Identities
In this suggested WvW system all servers retain their respective population identities and contribute as a server to the success of their alliance for that week. Servers are divvied up similar to EotM’s current alliance system based on weekly server colors. They can still use their own native voice comms while collectively making their best efforts when fighting alongside and against new faces.
How would server colors be determined week by week? Each server is rated based on the respective contribution they put into the WvW war effort the week before. This contribution can be gauged based on involvement with captures, kills, guild missions, etc.
Servers can still vie for a higher ranking in this system and weekly WvW server rewards/chests can be based on their movement throughout the ranks (i.e. 3 chests for moving up, 2 chest for staying the same, 1 chest for moving down — with moderately improved chest contents or some other reward).
Team Color Determination
North America
- Green: 1st, 4th, 7th, 10th, 13th, 16th, 19th, 22nd
- Blue: 2nd, 5th, 8th, 11th, 14th, 17th, 20th, 23rd
- Red: 3rd, 6th, 9th, 12th, 15th, 18th, 21st, 24th
Europe
- Green: 1st, 4th, 7th, 10th, 13th, 16th, 19th, 22nd, 25th
- Blue: 2nd, 5th, 8th, 11th, 14th, 17th, 20th, 23rd, 26th
- Red: 3rd, 6th, 9th, 12th, 15th, 18th, 21st, 24th, 27th
Maps In Rotation
- 3 Alpine Borderlands maps (green, blue, red)
- 3 Desert Borderland maps (green, blue, red)
- 1 (or 3) Eternal Battlegrounds map(s) (if 3 then each color has a different home 1/3 of map in each of the 3 EB instances)
Identity Visuals
Enemy WvW nameplates reflect which guild, alliance, and server a player belongs to. This is a good time to clean up WvW’s obnoxious nameplate pollution with some long needed abbreviations, especially in the server name and rank department. There are 15 base ranks (Invader thru Legend) in each tier of ranks (starter thru Diamond) and for sake of simplicity could be merely color coded Roman numerals (I thru XV), similar to SPvP League Division icons. They could also just be unique colored icons designed by Anet. I don’t have any speculation or suggestion at this time for alliance names (the shorter the better) but nameplates could easily be as simple as the following couple examples:
- 1A without enemy player moused over/selected “Green Team * (JQ) [GILD]” where * denotes appropriate rank icon
- 1B with enemy player moused over/selected “Green Team Bronze Champion (Jade Quarry) [GILD]”
- 2A without enemy player moused over/selected “Red Team * (SoS) [GILD]” where * denotes appropriate rank icon
- 2B with enemy player moused over/selected “Red Team Platinum Invader (Sea of Sorrows) [GILD]”
EDIT: Clarification of PPT in this system per subsequent thread conversation
The existing PPT system has long been in need of some attention in helping to prevent wild score swings and early leads; in this proposal it would even moreso need that adjustment. But it could easily be remedied by having the value worth of objectives tweaked a bit and then introduce a slight diminishing return depending on a team’s lead and position in a match (1st vs 2nd vs 3rd). The score ticker could also be changed from 4-15min ticks per hour to 3-20min ticks/hr or even 2-30min ticks/hr. All of this would help to deter the swing leads that wildly occur in many current tiers within the first days of WvW reset.
Here would be an example’s key layout values based on a team’s present position in the match (1st/2nd/3rd). Sentries and Stonemist Castle values excluded for sake of simplicity:
- Camps = 3/4/5 points each
- Towers = 8/9/10 pts ea
- Keeps = 13/14/15 pts ea
The worth of these objectives is directly related to a team’s position in the current match and changes accordingly if one team overtakes another during said match. The above PPT score possibilities would roughly translate as follows using the number of maps I’ve proposed, via the 6 BL + 1 EB model (note how comparable they are to the PPT in WvW’s current state, even when adding 3 more maps to the lineup):
PPT with 100% of objectives owned (1st place / 2nd / 3rd / Current State)
- 687 / 786 / 885 / 695
PPT with ~33% of objectives owned (1st place / 2nd / 3rd / Current State)
- 229 / 262 / 295 / 230
This sort of scoring method coupled with a slightly lengthened score ticker (from the current 4-15min ticks per hour to 3-20min ticks/hr or even 2-30min ticks/hr) would keep the scores considerably closer and would lessen the chances and extent of a team taking off into the sunset with the lead.
In Closing
That’s pretty much it. I know it’s not likely to get much attention but I figure it’s best to at least throw it out there in the off chance that something piques the interest and support of the WvW community. I am just as concerned about WvW as most others and likewise want to see it survive and thrive. There are plenty of folks besides myself who play GW2 largely for its potentially epic large scale PvP fights, and the more gimmicky and arcade-like it gets the sooner we’ll be moving on to something else somewhere else. I support Anet and GW2 through Gem purchases, but will not continue to do so for a game mode that is turning into nothing more than a social experiment of perpetual disappointment and a disconnection with its market.
Here’s hoping for hope.
(edited by akeldama.6709)