This is a long post. Sorry. Please read it all before you comment.
This solution restructures WvW using existing technology to address some of the issues in WvW today, including:
- Server Identity – keeping existing servers
- Guild Identity and purpose -whether fights, ppt or casual
- Different play styles
- Different time zones
The basic idea is to split WvW into four different leagues with different map population caps. Servers and Guilds (and players) are free to play in any league at any time, and gain score for their server and guild when they do so. Servers, Guilds and Players play for rank on GW2 Leader boards which are updated weekly to track score for each.
This frees up servers (and guilds and players) from set matches, and allows considerable variation in play.
Scoring:
Remove glicko for Servers, it would not be needed. Track the WvW experience gained by players. For player ranking, use this gain directly. For Guilds use the total from representing Guild members, for Servers use total from players on that server.
Some servers will be bigger and will gain more total XP. This is also true for certain Guilds. However any player who is active in WvW will benefit their Server and Guild (if they have one) in addition to their own status.
Servers will be able to compete against any server for rank position, and although it would be hard for a current bottom tier server to out score a top tier server they will be able to compete against their nearest competitors and work their way up if they wish. The top server will have to remain active to maintain its position. In this way server pride and server identity can be reinstated for linked servers and kept for current hosts.
Guilds will be free to compare themselves to other guilds from any server. If a guild transfers server it does not change their guild rank, and need not affect their play, so it may be that we will see guilds transfer between servers more.
Players would now be able to play with friends and family and guild members regardless of the server they are registered on.
The League system:
Diamond League: the “Epic battle” zone
- Uses a large single map, EotM or EBG would do initially until something specific can be produced.
- The idea is to have a large map, large map cap and the usual three sides (Red, Green, Blue) competing. This tier is where you can expect large groups and large scale strategy.
Gold League: Big fights in the Border lands
- Use large Borderland maps, and a central map (EBG would do until a specific map is developed).
- The idea is a mix of large groups at peak times and smaller groups off peak.
Silver League: Borderlands with mid sized fights
- Use Alpine sized borderlands with a smaller than EBG middle map (perhaps Desert BL until something specific is developed).
- The idea is to have a moderate map cap so groups are small to mid with small scale strategies and active roamers.
Bronze league: Borderlands fights
- Use Alpine BL, possibly with no central map.
- The idea is to have a low map cap so groups are raid size or less. Roaming and individual skill will be key parts of success here.
Map total population limits should be set to allow the average number of peak players to all be on a map somewhere at the busiest time.
Picking your fights:
- With servers and guilds fighting for position on a leader board, and NOT for position in tiers, it becomes possible to allow players to pick any map to play on. Under this new structure a player could decide one day to play on Red in the Diamond tier because he/she would like an epic battle that day. The following day the same player might decide to play in Silver tier on Green for a change of pace, or to roam in Bronze or Silver.
- The maps would have a population cap so that battles could not become too unbalanced. It would be possible to use an algorithm like the one used for Server population to show Red, Green, Blue maps as Full, High, Med, Low with respect to their maximum population so that a Guild group can look for a map with enough room for them to all play. If one map colour becomes too populated compared to the other colours for that tier start a dynamic queue to keep the populations within a reasonable range up to the maximum.