It seems to me that the biggest problems with WvW, in this order, are population balance between servers, population balance between time zones on servers, animosity between PPT play and fight play, the lack of track rewards similar to pvp and the broken Glicky calculation. Notice I didn’t mention siege or class balancing. Siege is a reality of large scale conflict and class balancing should be fixed in pvp. Maybe there are some tweaks to be made to siege or class skills but those are trivial compared to the problems associated with population and incentives.
1. SERVER POPULATION BALANCE
I have been collecting data from the API and looking at raw activity numbers and while populatin balance may not be as big a problem in the top 2 tiers, in the lower tiers it is depressing. Also the balance in population between the upper tier and the lower tier results in basically two completely different games being played. Top tier being prone epic map blob fights and the lower tier being restricted small scale skirmish fights.
I am a fan of alliances. I know there is a complaint that this will impact pug play but given the alternative of population imbalance this would be a huge improvement. The below link gives ideas on how to implement pugs into alliances also. Of course if an alliance cant reach is population cap for a particular week, recuirting mercenaries (pugs) is a good option. This link gives a pretty good explanation of the need and a possible implementation: https://toughlovecritic.wordpress.com/2015/09/10/putting-guilds-back-into-guild-wars-wvw-alliances-part-1/
And to beat a dead horse, In the interim server transfer fees should be removed (but the 1 week hold should still apply as should the population caps) If a move to alliances is going to happen, having access to multiple WvW communities would be helpful in finding out where you want to end up and who you want align yourself with. This goes for pugs and guilds.
And one more thing, attempts to base population on activity will never work and doesn’t properly reward players for their efforts and can create grind conditions for more competitive players on truly lower population servers.
2. TIMEZONE POPULATION BALANCE
This problem is rampant on all tiers. On NA servers those that have coverage in OCX SEA timezones have a huge advantage as they can cap things in the middle of night and collect a ridiculous PPT for hours. The same is true for EU servers only the NA timezone becomes the problem. Trying to find people for these timezones is a nuisance. You either need off hours players in your own region which are hard to find or you need to recruit from other regions and those players will be playing with a bad ping generally. It is the most common complaint I hear becuase nothing sucks more than that small team capping the entire map while you sleep. All your efforts disintegrate and there is not a kitten thing you can do about it.
How about a global WvW megaserver? If we ditch servers for alliances, the we can ditch the notion of NA and EU. Have them all run on the system. One complaint I hear is that somebody is going to get screwed with a bad ping. I think this can be resolved with regional resets which transfer the the bulk of the load to the server of the region that is in its prime playing time. It will create a little down time which will break the continuity of the game but is better than the alternatives. This will only hurt the ping those middle of the night players. That is unfortunate but it is better than the mess we currently have. If alliances contain both NA and EU guilds ( NA/EU combined guilds) then the timezone coverage will work itself out. Players can even be force to register for a particular timezone for that week meaning that they cant play in other time zones during that match. Essentially enforcing balance among time zones with alliances and filling in with mercs if necessary.
I am not a fan of restricting the play times for WvW as some suggest. Any attempt to bracket WvW between 6pm to 2am destroys the most interesting and important part of WvW, the global community. It makes more sense to encourage NA/EU coordination than it does to simply throw it away. MMO gamers are a global community and the games should continue to evolve into that, not run from it.
3. PPT VS. FIGHT (Give GvG a place to call home)
People complain that PPT is recipe for unhealthy gaming behavior. Sure, and so are competitive attitudes and excessives amounts of caffeine. Gear grinds are also unhealthy but we still see people engaging that to be the first to get item X. Grinding is more a personality thing. I don’t like it but I have friends that do. So lets put to bed the notion that PPT is some how unhealthy (or cancerous). The problem with PPT currently is the off hours capping which was addressed above.
The fight guilds are the first to complain about PPT because “fighting is the fun part.” Sorry to say, that WvW is PPT. There is no large scale wargame that is not dependent on territorial control. Because WvW is a weekly match, score is awarded for time of control. There really isn’t any other way to to do it. The real problem isn’t PPT. Its that fight guilds have no place to truly show how awesome they are or how they stack up to other guilds in a “fair” fight.
Anet could alleviate some of its devloping PPT vs Fight community problems simply by giving a structured GvG Arena for Fight guilds. This can be built into WvW as some sort of buff reward mechanic or simply a different game mode. Fight guilds love to develop fight tactics and the open world of WvW and its inherent imbalance in gameplay makes it difficult to kitten which builds and tactics are better. I think the game would benefit from this immensely. It would be a boon to WvW theorycrafting and would help resolve the tension between the strategic PPT players and the tactics oriented fight players.
4. REWARDS
I didn’t realize how much a problem this was until I recently started playing sPvP. There is no reason reward tracks cant be included in WvW. The rewards should not be based strictly on 1st, 2nd, 3rd place. It should be based on objectives and kills (yaks and vets included) inside WvW. And reward for captures should be scaled to the number of people capping the objective. If 5 people capture a keep they should recieve 10 times the reward points of 50 people capping a keep. It would refelct the relative skill and effort in the achievement and discourage blob karma trains (at least for rewards). In addition, the weekly winner should get their reward points earned doubled for the following week. Giving the rewards the same week as the victory might encourage surging so giving the reward the following week evens out the week to week efforts.
As for the type of rewards, I think tracks like PvP are sufficient. It would allow players in WvW who absolutely don’t want to do PvE dungeon grinds or map meta events a way to collect the loot (which is sometimes important to WvW builds). I like to play all three game modes but not everyone does and Anet should accommodate game mode specialist because they become the community backbones of those game modes. Game mode specialist are a tremendous resource for players both new to the game mode and new to the game … and also a valuable resource for game developers when it comes to finding and correcting bugs and problems with mechanics.
5. FIX THE GLICKO
Some people think that rating systems are bad and we should use a simple ladder. And for weekly matchups and with few competitors maybe ladders aren’t so bad. The problem with ladders is that the rankings can be erratic and volatile and also when implementing a system, who starts at the top and who starts at the bottom. Not a big deal if you have ten teams in your league but what if you had 100? Arbitrarily starting someone at the bottom is pretty crappy and could take them a year to get to there rightful place at the top. The beauty of rating system like Elo and Glicko is that they allow every team to start at the same point in the middle and move to there respective (and relative) skill level. This means alliances could be created and destroyed without penalties the to players. They could simply create a new alliance and start at the default ranking if their current alliance is dysfunctional. It would add some volatility but would also allow for interesting revolutions in the field of play.
Another important feature of ratings systems is that when implement properly they always encourage more balanced competition. However, I pointed out previously the current system impacts mobility between tiers which is something that should be fixed. As it is now it is more difficult for a high performing server to break into the next tier than it should be. This is becuase the current scoring system in glicko (using the sin function) underwards strong performances and over rewards weak performances. This results in weakly performing servers being aided by the scoring mechanism and the stronger performing servers being penalized. Here is my original post on the matter: https://forum-en.gw2archive.eu/forum/game/wuv/Error-in-WvW-Glicko-Scoring
(edited by TorquedSoul.8097)