I’ll preface this by saying I consider the PPT system to be fundamentally broken. I made suggestions similar to these sometime in 2013/14, but have since come to believe that a model of simple objective control doesn’t reflect what WvW is about. However, I do welcome changes from A.net, and I do think these changes have the capacity to improve the current scoring. With that said, some constructive criticism:
Upgraded Objectives Score Higher
- Each tier of objective upgrade increases the amount of score per tick
- The goal is to incentivize defending your upgraded objectives and assaulting opposing upgraded objectives
The goal here is noble, but the effect contradicts the prior stated goal of reducing the need for 24 hour coverage. One of the effects of servers with strong night and morning presences is turning all of their opponents’ structures wooden. This is a double whammy with lower PPT values for wooden structures, as retaking those structures then occupies further time, during which the higher-coverage servers continue to get max-value income from their own fortified structures.
Reduced the Score Tick Timer from 15 minutes to 5 minutes
&
Points for Capture
- Capturing an objective awards immediate score.
- If the objective is upgraded it is worth additional score.
I am extremely wary of this change. We saw 5-minute ticks and instant-cap score in EotM. Although EotM is not directly comparable, as you do not upgrade structures, and players have no attachment to overall placement, I do believe this gives undue advantage in winning the match-up to the eventual approach commanders in EotM adopted, which was to be the fastest flippers on the map. When a server chose to defend its holdings against another server in EotM, it was to the benefit of the third server, who would then gain greatly from capping as much as possible during that battle. I firmly believe WvW is a mode that is about encouraging large-scale battles between groups of players, over optimising objective-flipping.
Points for Kill
- The amount of score earned from PPK will be increased, so that it contributes more to the overall score.
- As a rough number, PPK may increase to 3-5 points, rather than 1, with diminishing returns on killing players who have been alive for less than 5 minutes.
Improving PPK does fall in line with my vision of WvW. I am not entirely sure about the diminishing returns system. Players are no less of an obstacle to capturing an objective if they’ve spawned recently. At the same time, I recognise that under the new system, it may be tempting for commanders to keep their force inside an enemy keep, ‘farming’ defenders for PPK. It’s hard to judge the outcome of this without knowing the exact numbers you intend to assign many of the new systems, but I think this will improve the average WvW experience.
- Warscore for Caravan Kills, Caravan Delivery and Sentry Capture should increase by at a similar rate as PPK.
Caravan Delivery giving points is questionable. You are rewarding people for the absence of enemies a lot of the time here (this is a general problem with PPT, and the source of my dislike for the system). However, given that a server essentially gains ‘double’ from killing a caravan (they both gain points and deny their opponents points), it may not be a big deal.