I’m deeply against that change which is a big design mistake.
Recent politics shown a will to increase rewards : participation rewards, and skirmishes rewards. And those were a good thing, and an incentive for players, new or old, to come back. The queues in BL’s since skirmishes rewards have been aired are a neat evidence of this.
Now, rewards are tied to participation, and the message of this change is : you’ll have a harder time to get participation. Which means : you’ll have a harder time to get rewards. As someone stated : keeping participation high won’t be a pleasure, it will be a chore. Of course, WvW should be played for itself, but it’s obvious that the game mode isn’t attractive enough for itself to keep players going.
I’ll add on that first idea that new players already have a hard time gaining skirmishes pips, and that change will put back their head in the mud, which is a strong turndown for new blood.
Now, as a lot above stated, it’s also a turndown for parts of the gamemode itself : scouting, roaming, and in a nutshell, the whole small scale scene will be struck hard by this change. Even attacking a defended keep will be a risk ! There’re also other situations where the change is bad :
- Just imagine the oddities of matchups provides you with a strong domination over the two others. You go to home BL because that’s the only one available. It’s mostly your colour. You can switch map because of queues. You’re doomed, and you just leave and do something else.
- You’re a somehow new player in WvW that doesn’t know how to play well, and enjoys doing small stuff like sentries and camps. You go outside of spawn, you take a camp, you run a bit, you’re ganked. By the time you reach another objective without being ganked, you’re back to zero. You won’t probably go back to WvW anytime soon.
There’s no need to be paranoid or have an especially twisted mind to imagine a bunch of players will recognize themselves in such scenarios. And I’m sure there’re a lot of others ! Yet I also recall devs stated they wanted players to actively play the game. If playing what the game has to offer in several not-so-rare situations is that unrewarding that it’s just isn’t worth bothering, players shall go do something else.
So my conclusion is : considering how much those changes may impair the participation gains for new players, there’re very strong odds that all the new blood that came because of skirmishes chests may just drop WvW for good, and I don’t think that’s desirable.
On a side not on the gank topic. I think it’d be a good idea to give a player 5mn participation decay, should he get damaged by an enemy player (directly or through siege).
It’s already frustrating enough to be killed, and if a kill means losing time hence participation reset, it adds to the frustration. Death is a punition in itself, having to run back is enough. It’s not a matter of l2p or “git gud”. It’s a fight : one loses, one wins. The losing part may have done its best, and deserves a little something for that.
I also underline the reset should be on damage, and not on kill, because I can foresee gangs of trolls just downing other players to make them waste time, and I really don’t want that to happen. That would also solve the case of spawn camping.
(edited by ThomasC.1056)