If we think about what ruined wvw we come up with many issues a lot discussed in many forums around the web.
First of all the communication with players and the change inside anet management. Something has changed, someone has changed or we can’t explain how the same ppl who created a good wvw feature could create what we have now. Comunication is missing or when it happens is totally wrong. I’ll never forget: “haters gonna hate”. NEVER
New maps: starting from Eotm getting to Desert BL…. they suck. Much has been said about this topic. Players need new maps not to be bored of playing in the same scenario but at the same time the tactical aspect of the maps should not be put aside and moreover the PVE must, must, be out of a PVP enviorement. Players need maps where the fights are encouraged and structures are positioned in strategic points usefull for map domination. New map is needed.
Wvw Should not be considered PVE but PVP.
Transfers: What makes a game exciting is the challenge between 2 or plus players, groups, factions and going on… When you erase the factions you are stripping the game of fun. No challenge, no Server identity, no teamplay. Gw2, as gameset, has chosen Server identity but they are not feeding it but destroying patch by patch. I won’t expect much from this side because it’s a good way they have to make money but it’s killing wvw, they have to balance this aspect.
Reward: This is what started the fall. The loot, the wxp and chests attached. Let’s say something first: THE PVP PLAYERS PLAY FOR CHALLENGE, WHERE HE HAS FUN FROM, NOT FOR REWARD ONLY. Higher is the challenge higher should be the reward nonetheless. Loot and wxp, instead, promote a way of rewarding disinterested from challenge and server pride. You can have your useless pixel’s inside your bank, called reward, without having the real fun. This brought into wvw and gw2 in general a lot of FARMERS not players. I remember how initially gw2 was sold: it’s different from wow, no grinding, equal gear for pvp, no ladders and so on. Now it’s going away from what it was at beginning losing it’s identity, trying to be something else. What’s worse is that you can have your reward without caring the challenge your server and your community has vs others servers and community.Aat the end of the day players count chests, bags, badges, wxp levels they earned while maybe the server is losing hard vs others. No teamplay or serverplay is encouraged this way. This should be stopped.
Before all is lost we should get to the origins:
1) Remove ladders: everyone should have the same gear ,not have upperhand for gear but for play, having the possibility to chose the stat, of course.
2) Remove the chests from wxp.
3) Remove loot from killing players and npcs.
4) Implement wvw daily reward:
How to get it: simply logging into gw2 acount.
How should it work: it’s a daily chest that contains what the hell you want but the reward is based on the daily server performance. The daily server performance can be calculated in the matchup of the 3 servers without counting the tier. This means that tier1 can have same rewards of tier239. The daily server performance can be calculated considering, daily kills, structures conquests, structures defenses, structures upgrades, kills and suggest what you have in mind. Higher is the score, compared to two other servers higher will be the reward.
What will this mean: everyone can get the reward. No matter if you are scouting or following a zerg you will have the same reward of others. If you stay only flipping structures with the zerg and your reward is poor this means you have to do something different, maybe you need to cooperate to increase server performance and have a better reward.
It can attract other players in a good way. The player not playing wvw can have his reward but if he sees the reward is poor, again, maybe he should start doing something to increase server performance.
I’m just throwing it. Good luck.