my perspective playing gw2 on thanksgiving
I am unsure what the game designers can do about this,but I do wish to alertthe staff of Gw2 of this issue.When gameplay is no longer fun, thats when players leave.
What I find difficult to understand is that ANet seems to have a pretty good understanding of scaling a challenge and handicapping a fight in PvE where they not only adjust the level of characters to make the challenge appropriately hard but even have the ability to dynamically scale encounters on the fly so they become more difficult as more players show up to an event. You need to present more players with a harder challenge. There are many ways that this can be done in WvW ranging from adjusting abilities akin to up-leveling and down-leveling and doing things like adjusting cooldown or even simply boosting Health/Hit Points for an outnumbered opponent to increasing the number and strength of NPCs (should be easy enough, since they do this in PvE already) and the adjusting the efffectiness of fortifications and siege weapons. So long as piling on the players increases effectiveness linearly or even better (and given how conditions and CC work in GW2, probably better than linearly, especially now that immobilizes stack) with no downside (AoE caps help guarantee that), the only winning strategy will be to stack into a single glob and unless there is a huge skill disparity, the largest glob is going to win.
Yes, all of those fixes come at a price. While combat happens between armies, it occurs as individual fights that can be 1-on-1 and adjusting combat abilities will make those individual fights imbalanced and hard to predict. People play WvW to fight other players, not NPCs, and so on. Of all the adjustments, I think scaling the NPCs would be the least disruptive since it (A) will have minimal benefit on office and many benefit defense, (B) can leverage code ANet already has for PvE, and © PvDoor or taking out a camp or tower with 1 to 2 defenders is already essentially a PvE experience, and (D) having NPCs drop in effectiveness or even disappear at more defenders show up should be far less annoying to defending players than adjusting their combat effectiveness on the fly.
There is also the challenge of determining when a server is outnumbered and what sort of bonus it should get that can’t be easily abused by a clever server, given how freely players can move into and out of WvW, between maps in WvW, and around maps inside of WvW but using rolling averages and points (as a way to determine how well a server is doing in their battles) and having the upward adjustments for being disadvantaged happen slowly (so a server can’t abandon a map or WvW to get an instant bonus) and downward adjustments for being advantaged happen quickly (so a server surging onto a map quickly loses it’s advantages), this should be manageable.