The best thing about EotM is that it’s easy to hop in and play regardless of the time of the day (which many people can’t do in wvw depending on server). The two big problems are the population imbalance (OG is always huge!) and lack of win incentive. This format has huge potential if these flaws are corrected.
What needs to be done! (in order of importance)
1. Population fix
2. Incentive for winning
3. Points per kill
4. More rewards for defense
5. Map design fix
1. Population fix:
The current algorithm where all of the servers are the same color in EotM as they are in WvW needs to be thrown out the window. You can have servers be a random color and still not be the same color as any other server in their match-up. Basically just do as follows. Look at one WvW matchup at a time (3 servers at a time). Randomly assign green as the EotM color to one of those 3 servers. Now randomly assign blue to one of the remaining two servers. Assign red to the remaining server. Do this for each WvW matchup. Now each color is not necessarily the same color in EotM as they are in WvW but they are guaranteed to be a different color than their WvW opponents. Do this algorithm before every EotM match so every four hours you have a chance to be the same or a different color than before and you don’t know what your color is going to be before entering EotM.
2. Incentive for winning:
Remove the supply drop from citadel reward. Make it so that every dynamic event completion in EotM gives nothing to you at the time you complete it. At the end of the match, your dynamic event completions will all be added up and mailed to you in the form of liquid wxp/karma/exp and the exp will be soulbound. If your side won the EotM match, you get it all. If your side was second place, you get, say, 80% of reward. If you were last you get 60%. It doesn’t matter if you were there for the whole match or very little because your reward mailed to you is still proportional to what you did while you were there. If you were in multiple overflows, it will just compute your reward from each overflow and put them together in one mail.
3. Points per kill
Award 1 point per kill so that zerg v zerg is more encouraged instead of avoiding enemy zergs. This will also give more importance to having a few defenders since you can get kills on AC’s.
4. More rewards for defense
The dynamic event completion for a successful defense should be doubled. However, it shouldn’t be allowed for you to get a gold dynamic event completion just because you repaired something. You should have to at least kill an enemy (non-npc) to be elligble for this.
5. Map design fix
This would be done after the rest of the stuff. After you have a population fix and an incentive for winning, you can start to look at the scores of the matches to find out if the scores are balanced. If OG is still winning most of the time, do something to weaken their side. Anet should have the power to keep statistics on the scores from EoTM matches. They would just play around with each side a little bit in the end to get the win percentages of each side as close to 33% as possible.
Well that’s pretty much what I have. The #1-4 ideas would literally take no time to implement. I can’t say how long #5 would take but it’s possible that it may not even be needed. I dunno. What do you guys think?