I’d be more curious to know what people think is the reason behind the fact that score is so directly related to the number of people on a server 24/7 and how WvW could be designed differently to address that moving forward. My personal observation is that the momentum you gain from even a small period of having more people online is so large that it can’t be overcome. Which makes me think we need to be doing more to slow that momentum.
It’s because towers and keeps can be so easily taken if you reach a critical number of persons. Too many arrow carts? Build some trebs somewhere else and defend them. You have the people, nothing they can do against it.
Once a T3 tower/keep has been taken it is nearly impossible to rebuilt them given the time it takes. Once you reach a critical mass over another realm you created an advantage for many hours.
Other teams cannot go on the offensive versy much because they have to rebuilt or being Karma trained.
Also if stomped a lot of people log out and it takes even longer until you have some mass in players and motivation to try another attack.
This is because the matchup is lost. Why is reset weekend always so populated? Because it is still close. Now if some PPT coverage modified people have something to play for. This means more daily logins and played hours for Anet.
As long as there is something to fight for pleople will continue playing.
As said the easy way without changing the current system as a whole is how points are awarded taking coverage into account (various suggestions how this can be done have been made in this thread).
It is similar to how you implemented the Glicko system. If rank 9 plays against rank 1 and 3, the server ranked at number 9 cannot win. But if you look at the progression in points, you see that they might not loose much rating points in a matchup because they are holding up well.
Now instead of existing ratings use a value around average coverage in the last few hours plus a modifier of average coverage in the last 24 and the whole matchup so far. When a matchup starts you have to start with some modified of course, based on rank of a server. But only for the first few hours before it is gone.
And also apply this to WxP, EXP, Karma and you are done.
This will leave everything as it is, but the server outmanning eveyone needs to work harder, do more to make a lot of points. If the underdog still fights hards he can be competitive points wise the same way as they don’t have too loose much points for ranking currently.
And as we are playing seasons from now on, points matter now.
This is the easiest solution for you guys that the community came up with. And it is a good start. Population will rebalance automatically as their is no incentive too stack on a few servers for people anymore as their is no guranteed win or tons of rewards if you just a lot of people.
Highly stacked server still have an advantage but they pay the price with longer queues. And the advantage they create for a few hours by massivley tearing down other towers is compensated by providing less rewards for the outmanning and more for the outmanned. If numbers get closed to each other it is on equal terms PPT wide again.
Just do some maths around it and probably fine tune it in an off-season over a couple of weeks as you are gathering the new metrics.
(edited by WilliamDaBloody.2591)