Issues will be listed from 5 to 1 – 1 being the issue in the most urgent need of fixing or what have you. It’s a long post but I simply don’t enjoy WvWvW anymore, even less so now that my server is currently stomping our competition. If you can even call it that.
It looks very long but it’s like the equivalent of 3 maybe 4 pages of a long book. If you want to improve WvWvW don’t be lazy and productively criticize certain bits and offer ideas on compromises something different entirely, or remove that idea completely, but give reason why. I don’t mean to implement all of this at once, if so, do so, gradually. Beta test it, see what the community has to say.. This is assuming an Anet type person is reading this. Part 1.
5. Quantity over quality
4. Lack of incentive to play WvWvW in terms of rewards and satisfaction.
3. PvE events like living story and the.. Halloween thing, always pulls away most of the WvWvW population. For good reason.
2. Camp/Tower/keep/castle defense.
1. Population imbalances.
(5). What I mean is ; The server with more coverage, will usually win. Coverage is population, time zones and dedication. The spreading of a WvWvW community is not intentional, but it can be easily managed. (How specifically, I would like to know detailed methods). Quantity measure by play time in WvWvW and contributions (if they take two towers in a short amount of time and do this sort of thing a lot they tend to follow the zerg). Quality by analyzing the larger guilds in a server, see which ones are mainly WvWvW (guild upgrades, numbers, playtime, or just manually check the larger guilds) and analyzing individuals data on playtime, contributions and (not necessarily) WvWvW rank. Encourage transfers from this server, to that, meaning a server with an abundance of players that are on in WvWvW consistently whereas a server is sorely lacking in players at that time zone. Encourage by decreasing transfer prices in whatever way seems tolerable to your profit quota. Speaking of quotas, have the discounted transfers or free automatically stop once the transfer quota for the estimated balanced amount of transfers has been reached.. Like, only 5 people are on at this time in EB! (Example). The transfer quota would be 20 or so. Give minor incentives like an increase in magic find for a week or less and other such things, like maybe 3 kegs of WvWvW xp or less and a miniature quaggan, cuz quaggan, and a skin of their choice from a set tailored specifically for transfer incentive.
(4). What I mean is ; Lack of consistently good rewards, I, am primarily a defender. So I say this with experience that defending, while necessary, is viewed by most as boring, very costly, and unrewarding in everyway. It takes a determined mind to stay on defense consistently. As such, add a guaranteed amount of gold per individual credit kill over 2 silver, decreasing depending on how outnumbered one side is. If a Zerg vs Zerg is equal, 2 silver, I see no reason not to do this, I find it fun to make gold doing what I enjoy. Increase gold, guarantee an amount of gold for like 5 silver+ objective caps and add ’s for an increase. Add a base magic find increase by 5-10 for being in WvWvW. Give guards in lord rooms and lord a chance to also drop T6 and below mats. Perhaps you consider this unbalanced but PvE makes much more for doing much less. When holidays or living story events occur increase magic find % for WvWvW by maybe.. 10-30%, add decorations and things of the sort for WvWvW maps (if it was a.. Scarlet attack.. living story event change the harpy champion in ogres to a.. robot, thing). Give people a reason to mainly WvWvW, give us (me specifically, but I can’t be alone on that) a means to ignore PvE completely, [I certainly dislike PvE, alone. (Opinion.)