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Collaborative Development: World Population

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Posted by: Eolung.2450

Eolung.2450

The fundamental issue with WvW as a game mode is that it only really works well when a rather strict condition is met: when all 3 servers are operating at, let’s say, 50% to 90% of the map’s capacity. Below 50% (I made up the numbers but you get the point) activity is insufficient, 90% to 100% the servers are overloaded. and over 100% people are waiting in queue. And this condition must be met for high and low population servers, for primetime and off-peak hours, for weekends and labour days, for WvW-oriented and PvE-oriented servers, for individual players and large guilds, etc.

I think the only real solution is to aggregate populations. It could work like this:

- There are 3 alliances in the game, let’s call them red, green and blue.
- During reset, each server is assigned to one of the 3 alliances. These assignments are made so that overall population is similar for the 3 alliances across all timezones. For example, collect data on each server’s average occupation for each 4- or 6-hour timeframe during a given period (week, month, whatever). Servers are assigned so that alliances have a similar aggregate occupation figure for each of those intervals.
- Using something similar to your overflow technology, create and destroy copies of the 4 maps as needed.
- Allow players to switch overflows so guilds and/or nationalities can play together.
- Each server receives rewards according to its alliance’s result.

Pros:
- Levels the faction populations as much as possible.
- Server communities are still viable.

Cons:
- You need some logic in place to prevent players from gaming the system (e.g. getting an advantage in a map then somehow locking it from removal, possibly replicating this process in several maps).
- Individual efforts as a player, guild or server make less of an impact.