This was a thought I had. I’m sure there will be some intelligent rebuttals. So I will welcome all criticism.
FOCUS OF WvW
I’m assuming WvW was meant for a PvP oriented environment that is fought on objectives (keeps, towers, camps). So, I had a different approach to the scoring system that would be more rewarding for what seems like the primary theme for most people:
- PvP (PPK has more weight)
- Population imbalance (primarily the “Outnumbered” buff)
- Peak vs Non-Peak hours
- Siege kills made by the individual (not the server).
PROPOSED SCORING SYSTEM
Proposed Scoring Notes
- This point system will assume a 5 minute tick cycle (I personally prefer 10 minutes)
- The point scale can be adjusted per tier (upgrades) of the objective
- Non-objective refers to the assault/defense quest NOT being triggered (usually in open field fights)
- They can be adjusted according to the type and tier of the objectives (keeps, towers, camps).
- Unnecessary points for kills as a result of siege use
Proposed Scoring Scale
- Non-objective kills/Kills on successful assaults/Kills and higher tier loot on successful defenses (no PPK is awarded for unsuccessful assaults/defense. Just standard loot).
- Standard points – 1/3/2 and higher tier loot
- Outnumbered Points – 2/4/3 and higher tier loot
- Holding objectives (per 5 min tick cycle) for camp/tower/keep/SMC
- Standard points – 2/3/5/7
- Outnumbered Points – 3/4/6/8
Reasoning of Approach
- This could encourage people to fight on objectives which would achieve a fight for PPT and PPK at the same time.
- Open field fights can exist. But you can give them the most reduced PPK since WvW is about both the objectives and the player kills, not just one or the other.
- This could unite the purists PPT addicted and PPK addicted groups.
- The reason defense gives less PPK is because you will receive higher tier loot in addition to the continuing PPT (This could go either way for attack vs defense).
POSSIBLE RESULT OF PROPOSED SCORING SYSTEM
In regards to satisfying the 4 aforementioned primary points to hit for WvW:
- PvP – As it stands right now, servers are able to win a matchup with little to no PvP because of the main reliance on PPT. However, this approach to the scoring system makes PvP more relevant again. Regardless of size, contribution can be still be made by large groups or havoc groups. If a large group overruns a small havoc group of 5 outside of an objective, they receive reduced points per kill anyways.
- The “outnumbered” buff is usually a pretty clear indication of the underdog position. So to prevent such an imbalance (as is assumed of off peak hour groups), this will give them a bit of a fighting chance. It is already difficult to take objectives when your map triggers the “outnumbered” buff. This system rewards taking/defending an objective more because it could be a fair assumption that it was a more difficult task to accomplish than doing so with a zerg of friendlies on the map with you. It may also encourage some strategic planning. This will also help alleviate servers that become stacked because their points will not count as much for queuing a map in WvW. With that said, it will challenge servers to use more than just a map blob to mow down the outnumbered forces so easily.
- This could help the debate of the fluctuating populations throughout every timezone. It has been a theme that WvW is made up of 2 primary elements: Capturing/defending objectives versus player kills. With that said, off peak hour players typically see mostly just one side: capturing objectives and holding it. It is a given that they will not see as much PvP action as prime time players may see. Night capping is an issue because there is so much weight on just capturing objectives (not to mention some servers simply do not have the coverage during those hours). Peak or non-peak hours, capturing objectives will occur. It’s almost as if it completely ignores the higher activity of player kills that occur more so in prime time hours. This scoring system was thought with the intent to create a dynamic scoring system. Off peak hours simply do not see enough player activity for higher player kills so it resorts to one side of WvW: capturing and holding objectives throughout the off peak hours. With this proposed system it can now account for the higher amount of player kills with on peak players.
- This organically moves with the fluctuating level of activity that occurs on these maps at any minute of the day.
- It also organically applies to each unique server/tier that may differ from another server/tier.
- This will negate the need to create an absolute of a 6 hour period since the both PPT and PPK will count the same across the board in any time zone.
- I personally dislike when there is a large group inside an objective and they rain down arrow cart fire on 5 of us when they could just easily run out of the tower and maul us (I honestly think it’s cowardly but that’s subjective). With that said, arrow cart fire should be nothing more than a deterrence. Each individual (not the entire group) that employs any siege to kill the enemy should nullify any player kill points and loot. If they want the kills to count for their server they must come out of the tower and fight off the threat. Of course the points will vary whether or not the assault/defense quest is triggered.
In the end, WvW needs to focus on the performance of player kills to be at least as much as gaining objectives. In my opinion, heavier weight on PPT discourages more fights than what I originally assumed was intended for a PvP oriented instance. Here’s to hoping for a more satisfactory future for this game :-)
(edited by Blastoise.6273)