solution proposals
prerequisits None of the following proposals violates the two essentials of WvW as set by ANet:
- 24/7 availability of WvW
- no discimination of player from any time-zone of the world
1) Weighting of the score by number of participants
Compute the mean total (sum all sides) number of players inside WvW within the ticker-time-frame. Multiply the ticker-score by this number (divided by a fix constant ~400 to scale to the current score-range) i.e. the more people fight for the points the more worthy is each point, but every player is equally important every prime-time player has the same weight as every off-time player.
2) Limit the objective/score by number of participants
a) Overal limit
Compute the mean total (sum all sides) number of players inside WvW within the ticker-time-frame. No side can get a score higher than this number.
b) Limit by map
Compute the mean total (sum all sides) number of players inside WvW on this map within the ticker-time-frame. No side can get a score higher from this map than this number.
This adds some strategic aspects about distribution of players over maps. A large blob jumping to a map with only a few controlled objectives earns less points than a force distributed according to already owned objectives.
c) Limit by objective
Each objective needs a minimal human player garrision (mean over time) to count for the score. The required garrision depends on the value of the objective. E.g. SM needs 35/5 = 7 people to count, a supply camp (inside the area of the circle) needs 5/5 = 1.
This adds some strategic decisions. Do you want to score and defend or do you wana do an offensive at cost of score.
To find motivated garrisions: Succesful scoring of an objective is an event with a reward comparable to defense of a tower, it is granted to all that where at least 2/3 of the time (10 of the 15 min) inside the objective.
d) Revert un-occupied objectives to neutrality
It’s unreasonable that a handful of people can control a large area. And if an area is not controled it rewerts to neutrality (like SM at match-start). So each objective needs a minimal human player garrision (mean over time) to stay under this sides control. E.g. SM needs 35/5 = 7 people to keep control, a supply camp (inside the area of the circle) needs 5/5 = 1.
To find motivated garrisions: Succesful scoring of an objective is an event with a reward comparable to defense of a tower, it is granted to all that where at least 2/3 of the time (10 of the 15 min) inside the objective.
3) Better and More NPC activity
Each siege weapon placed (or build by upgrades like cannon and mortar) is automatically manned by a NPC as long as no human wants to man it.
All these weapons do auto-fire to any target in range of the weapon, with some intelligent priorisation (e.g. treb prefers to fire on trebs in range).
To make this work the siege limits need to be separated by objective (3 per area, with the following total: SM 100, keeps 75, towers 50, camps 25), they must not despawn, and sieges in the objective must be under the control of commited people. Asimple ay to ensure this is: Only people from the guild of the claimer can place and remove siege weapons inside this objective. A guild claim expires if no buf is provided and not at least one player of that guild is inside the objective.
4) partition the 24h into time-slices
Just have different leagues (or ranking) with different matches for the 3 mayor timezones (running in parallel, such that there is 24/7 a match you can join)!
Every server plays in three matches in three leagues during every week:
the league of 0-8 UTC – called NA-prime,
the league of 8-16 UTC – called Pacific-Prime,
the league of 16-24 – called EU-Prime.
At 8, 16, 24 UTC the matches are switched (new match maps restore from last save in the background, player on map and in queue moved to new match, and then maps of the suspended match saved).
There will be 24/7 WvW, and and in each time-slice each server will be matched against equally strong servers in that time-slice.
Alternatively instead of 3 slices a 8h, 4 slices a 6 hours or even 6 slices of 4 hours can be choosen.
For variance with a special league a weekend-slice-league and a weekday-slice-league can be made.
The main goal is reduce match time to managable amount. If I build up and garrision my tower till match switch, I am sure that I will find it in that state when my slice-match will resume. This should improve commitment of players/guild to the match-slice they choose for the week.
(edited by Dayra.7405)