Thanks for adding this topic. I hope the Arena.Net team gets some good feedback in this thread and we make swift progress on important issues like this one. So – addressing world population imbalance. A wide topic, so subject to a great deal of interpretation. Here’s mine:
Fix guilds. This is Guild Wars 2, not Server Wars 2. Encourage one of the highlights of the game – joining and maintaining a presence in a guild, rather than encouraging the creation of an overwhelming biomass pressing “1” to skill lag their way to victory.
How would you do it, while keeping the amount of code changes to a minimum?
- Whenever a group of players in the same guild of 10-19, 20-29, 30-39, or 40+ players get within a certain proximity of another guild of similar size (10-19, 20-29, 30-39, or 40+ players), an event is triggered (orange circle event on bl/eb map) – can be anywhere – open field, camp, keep, etc
- If both guilds keep their numbers within the orange circle event for 10 seconds, an event triggers stating a Guild Battle between Guild A and Guild B is taking place, this includes a map announcement
- The event is active while one member of each opposing guild is in the event. The event is bordered by a standard “glowing circle”
- During the event:
# As a fighting guild member, you do 1x damage to members of the enemy guild with which you are engaged
# As a fighting guild member, you do 2x damage to members of the opposing server which are not members of the enemy guild, who are in the event radius
# As a fighting guild member, you do 0.5x damage to members of the same server which are not members of your guild who are in the event radius (which get caught up in your melee train, are in AEs, etc)
# Non-members of the fighting guilds maintain normal wvw rulesets (e.g. 1.0x damage to opposing server members)
# Once all of one guild members are slain or leave the event area, the other guild wins (fast capture point) - After the event:
# The guild’s server who was victorious obtains server points (example: 100, 200, 300, 400)
# The guild’s server who was defeated obtains server points (example: 30, 60, 90, 120)
# The guild’s members who were victorious and present get 3 Guild Loot Bags
# The guild’s members who were defeated and present get 1 Guild Loot Bag
# Guild victory/losses are recorded on a public leaderboard with date/time stamp including number of players in engagement, create metrics for win/loss ratio published on the public website
# XX minute cooldown for either guild to be eligible for another Guild Battle event - Guild loot bags include money, random chance for drops like WvW chests or heavy loot bags, and 1 Guild Token per bag
- Allow use of Guild Tokens as a ratio trade for dungeon tokens (1:5), laurels (12:1), gold (1:1), Black Lion Chest keys (2:1), etc
What I believe this goes a good ways to solving:
- Zerging. Because you get an organized group of players, they are going to kill even their own server mates who get in the way of melee trains and ae smackdown when an event is going on. Non-guild members can head to the event to try to help their team win, knowing the danger if they get too close, or head towards a different objective to spread the battles out further.
- Inclusiveness. There are multiple incentives for guilds to form, add members, or even return to the game.
- Rewards for organized and skillful play. Rather than it be soley based on objectives, you add a new wrinkle into timing of organized groups pursuing capture points and encountering similar numbers.
Thanks again for organizing this topic, and look forward to seeing you out there on the battlefield.
