Seems there’s 2 Phantoms now. We’re gonna have to have a dance off at the rec center to see who gets the crown.
Anyway, on a more serious note, the overall layout is the core issue. While, yeah, the auto upgrades and laser event and all of the other things that have been mentioned are problems, they’re more along the lines of the flesh, while the layout of the map is the skeleton. If the foundation is built properly, all of those other things can be adjusted to make major improvements. If the foundation itself is faulty, however, those adjustments are like sticking a bandaid on a broken leg.
Int he attachment below, I’ve done a quick draw up of what the overall layout should be like. It’s based around the dimensions of the Alpine maps. The keeps are behind the towers. The towers block the roads. The roads lead to the towers. People are funneled to the objectives. Fights happen either at the objectives or on the way to the objectives. The objectives relate to each other. The towers help defend the keeps, and the camps support the structures. There’s room for roamers to get to the camps, so roamers are not only viable, but important.
Combine this with upgrades needing x amount of yaks to get in, waypoints being in the keeps and only once they’re upgraded, and manual upgrades, and things become even better.
If you notice, I put an Asura gate in the center. This should work very similarly to the old orbs. A server has to go there, and activate an NPC. The NPC then runs to their keep, and the players have to defend him along the way. The other servers can kill him, and if they’re smart, they’ll try to. If the NPC makes it to the keep, he opens an Asura gate to that center area. This acts as a 2 way waypoint between that keep and the center of the map. If the keep is contested, it wouldn’t work. If the keep is taken, the Asura gate is destroyed inside of it, and the center event resets. This event makes holding a keep on each borderland important for sustained presence there.
Now, as far as the breakout event from the old borderlands go, have him go to that server’s keep instead of to a tower. Ideally, servers should be trying to hold their keeps in their thirds. This would also help minimize lopsided scores, since the keeps are worth the most points, and most of what would be getting flipped would be the towers and camps. Which reduces the effects of nightcapping, and people giving up when the scores are out of reach.
The overall design allows servers to minimize the areas they need to assign defenders to, which helps mitigate the effects of population imbalance. It won’t completely negate the effects of nightcapping and population imbalance, but it will lessen them to more manageable levels, and allow matches to remain fairly competitive. Especially since there will be clear areas to fight over, and clear paths to get to those fights, which will lure people to them naturally. All in all, a very positive step forward for all of the various types of WvW players.