A few ideas
I’m by no means an expert in idea creation, but I’ve been pondering some of these for a while:
- More loot/rewards/etc based on time spent on a server. This concept is pretty simple: the more weeks/months you stay on a server without a transfer, a slow increase of passive bonuses are given as a reward for staying put (up to some kind of cap after a decently long amount of time). Think of it as a combination of world bonus and achievement permanent stat boosts (magic find, karma gain, etc) almost. The bonus goes up slowly, but is substantial enough that it’s worth staying put for in the long-term. If you move servers, this bonus is either reset or if that seems too unfair, you lose a chunk % of the earned bonus meaning it’ll still take a while to get it back at whatever the cap would be if you had reached it already.
- Adding to that, for every 8 (or maybe 4?) weeks you actively participate in WvW for your server (it could be connected to a weekly/monthly achievement or something so you do have to invest legitimate productive time), you get 1 extra bonus chest per week at the end of the match-up. This would be capped at something reasonable while still requiring a lot of longer term time investment. It would do two things: encourage people to actively dive in and do WvW every week, and further reward them for supporting their server long-term no matter if it’s a good week or a bad week in terms of odds.
- Novelty items for server loyalty. Since they’re already going to be implementing special finishers as rewards for winning a season within a league, why not reward the other end of the spectrum: give loyalty finishers. There could be a couple of them split up at different marks like: 1 month, 3 month, 6 month, and the final being at 1 year being on way to approach it. This could be tied into monthly WvW achievements. If you complete a WvW monthly meta achievement, it counts as 1 month credit of loyalty to your server.
- Loot bags. I’m not sure what the fairest way to handle them are for smaller skirmishes and such. They can take up just as much time as large zerg battles, but drop much less loot. Defeating a player and getting loot is part of the experience, so that shouldn’t be removed of course. I’m fairly certain there’s some kind of diminishing return system already in place when it comes to killing the same person multiple times, but this doesn’t take away from the fact that defeating mass zergs, especially different ones, will result in much more loot bags per hour compared to people who do smaller scale battles. People who spend a lot of time scouting or defending obscure points from getting flipped get the least rewarded per hour, even though their role arguably more valuable than full zergs at times. Maybe a loot-per-hour type tracking system, that also pays attention to if you’re moving your character/typing/etc actively (so people can’t afk to abuse) gives a lot of extra drops to people who are getting a lower drop rate compared to time spent. There’s probably some more reliable concepts out there than this tough.
An issue that comes from creating loyalty incentives
Even if server loyalty is much better rewarded, this leads into an indirect issue: a few servers (notably the T1 ones) are already stacked to the brim. More incentive for staying put is going to keep these servers stacked (most likely) and may even encourage people to jump ship to T1 last-minute just to be there already for the long-term perks. There would need to be some kind of transfer downward incentive, maybe a head start on passive boosts or something entirely else, in connection with other concepts that may or may not be mentioned here. I’m not really sure how to approach it. But something needs to be done to better encourage people to not so easily stack on servers and better focus on just playing WvW for what it’s intended to be.
While from a financial standpoint this may never happen, since transfer fees do help support the game, I would actually recommend them offering free transfers downward and between non top tier servers for a limited period of time in connection with implementing some kind of server loyalty system. This would allow full guilds to move to a lower tier server, for those who may consider it under a more balanced system, without the concern of the high transfer cost that comes with moving a larger group of people.
There’ll probably always be three stacked T1 servers to some degree, but with spreading out the incentive away from being based too heavily on server performance, it might in turn bring a little more balance to all of the servers. It may also get more people interested in trying WvW on less competitive or populated servers too.
(edited by IronPanther.6943)