NPC Reinforcements
There’s going to be some pushback about further involvement of NPCs in a primarily PvP game mode – fighting against NPCs is largely a chore that involves little actual skill from players. Unfortunately I can’t think of many other solutions that could help an outnumbered server fight back in a meaningful way. NPC support could be implemented in a variety of ways:
Stat, Number, and Respawn rate of guards at towers, keeps, and camps could be increased for outnumbered servers. While these are little more than a speedbump, they could buy the critical extra time needed for a small group to respond to attacks. Outnumbered players could possibly also hire reinforcements (perhaps for a badge cost) from their spawn that follow the player around. With a reasonable cap on the recharge time and number of these allowed per map, it could enable a smaller group to project force more easily. Simple global cost/time reducers on keep upgrades or supply costs is also an option.
What I don’t want is independent NPC forces or sieges – these just feel cheap and don’t really add anything to the WvW experience. Any NPC reinforcement should be accompanied by a player.
The main issue with outnumbered players is that while they might be able to hold a single point against a much larger force, they aren’t able to branch out and keep other points. Hopefully NPC reinforcements could help smaller groups of players match up without causes the imbalances that flat stat buffs do.
Scaling Point System
The current scoring system is broken and its snowballing effect quickly leads to loss of morale and blowouts. A match is close for the first several hours, a server pulls ahead and morale starts to drop as people log off or get tired. It snowballs into a huge lead for the winning server. Even if the other servers could fight back in their primetime, they wouldn’t be able to overcome the point gap. This is detrimental to all players, as the winning server has capped everything and has nothing to do but spawncamp, and the losing servers see there’s no hope and don’t bother playing. This is unhealthy for the long-term success of WvW. I don’t believe longer tick times or longer matches will solve this problem, as the same core issues are still there and will just play out over a longer period of time. It might take three days for a server to have an overwhelming lead instead of hours, but you’ll have the same effect in the long run.
To solve this I propose two mechanics – first a points system with diminishing returns as you control more of the map. For example, the first 300 potential points would provide full value, the next tier of 300-500 half, and 500+ a quarter. These are just example numbers but it would it would reduce the point differential of a server that is clearly far ahead, allowing others to catch up and keep them in and playing the game. This alone won’t be enough however, as a dominating server is still dominating if its earning 400 points to 0 for the other servers.
The scoring system also needs a comeback mechanic in place to encourage losing servers to fight even when far behind. Servers that are a certain percentage behind its competitors could have a scaling buff to point generation as long as they are ‘out of reach’ for a potential win. This would have to be carefully balanced however to discourage edge case tactics where an outscored server could game the system. It could make for some very exciting matches where a server ‘goes for the gold’ in the waning hours or days of the match. The main point of this, though, is when you log on and see you’re 30,000 points behind, to give you a reason to play.
This ties into my next point, which is the current global buff rewards for winning WvW are fundamentally flawed. Instead of applying to the current match, a server’s gained buffed at the end of the match should apply for all of next week’s matches. This gives a reason for a server that perhaps can’t win a match a reason to play and earn points for the next go round. Also players that have earned a victory and the buffs granted can have an opportunity to enjoy them for a week.
TL;DR:
In summary, some proposed solutions to current WvW issues:
Overflow maps that don’t count for score, yet provide tangible benefits for the main maps that still can be disrupted by enemy players, providing a reason to play on these maps without causing imbalances.
Outnumbered servers obtain carefully-balanced NPC reinforcements, that allow them to project force and match up better against larger numbers of players.
Scaling point system that introduces diminishing returns and a “comeback” mechanic, which limits the snowball effect of a dominating server and creates a real possibility for a server to catch up in score.
I welcome any and all constructive feedback on this, and I’m eager to hear about any other proposed solutions to solving the WvW issues at large.