I have read thru pages of this thread and I see a lot of complex solutions, alot of gaming the PPTs and buffs. Most of what I see is cures for symptoms. The first step is to separate the cause from the effect, identify the root cause, then solve the root cause.
The population imbalance, the stacking of servers, the fact that coverage defines the winner, the outmanned buff, the week after week of lobsided matches are not the problem, they are symptoms of the problems.I submit the primary root cause, but not the only one, is the fact that servers are allowed to field unequal number of players. I have never played a game which allows one team to field unequal teams as its default mode. WvW allows you to field 70+ more players on one side than the other. Not even GW2 sPvP allows unequal teams. I cant name a game or sport which breaks this rule.
This i would contend is the underlying cause of most of WvW’s problems. Its a violation of fundemental game design. What flows from this flaw is what you would expect of human nature: everyone stacking the teams because stacking is rewarded with what people want the most: and that is to win. Its simple, if the NFL changed the rules which allowed a team to field all the players on its bench (like WvW), and players didnt cost the team money (like WvW), and the winning team gets a super bowl ring, well, the NFL would look like WvW next season with all the same flaws we see now.
WvW WILL BE BROKEN FOREVER UNTIL SERVERS ARE CONSTRAINED TO FIELD EQUAL NUMBER OF PLAYERS. Without this we will continue to have kludges (outmanned anyone?) and incentives, and the horribly complex solutions to manipulate PPTs and buffs when the solution is very simple. You must remove the incentive to change the behavior, and the incentive is stack a map and win the game.
So how do we fix it?
- limit the fielded teams to equal sizes, just like every other game does.
- make the remainder wait in queues, like other games
- Dont kick in the dynamic cap till the teamsize is over 20.
- if the teams are equal and one server has people leave then this offset is ok, balancing should only prevent folks from joining a team when that team is larger than the other teams (ie nobody ever gets booted for the sake of balane, let normal attrition do this)
- once this is in place, allow matchups between any 3 servers. thats right, for some matches it means HUGE queues (like for JQ vs AR), but that is what it will take to show players that a) stacked servers have no statistical advantage in winning, and b) stacking to a server means less playtime as a reward for their choice. with even teams, skill and tactics will matter more, where now they almost dont matter.
- keep statistics on which servers are cronically limiting the map pop and make a finite number of transfers avalable for free. Keeping statistics will allow ANET to know the specific number of transfers a server needs.
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I’d say queues are symptoms as well. Why should I, as a player, would need to wait in queues just to play. For people who play an hour or two a night, wvw becomes a non-option for them to play unless they move to a low pop server and leave their friends behind.
Even transfering servers is a symptom. Why can’t I, as a player in the gold league, play for another team (say Kaineng) while I wait for my home server queue.
I have no idea for a solution though.
Of solutions mentioned, I like:
- Implementing the ‘colour’ system. To create a flexible league environment, where you can guest to servers in your ‘team’ (allowing you to find a fight elsewhere should the current fight not appeal to you).
- Reworking the supply system, to create longer supply lines as more objectives are captured (meaning the more of the map you take, the more it takes to retain it).
- Reworking the reward system to favour some form of ‘alliance’ between 2nd and 3rd. Such as greater reward for capturing objectives from the 1st place server.
Ok, I guess I was too lazy to read all 13 pages; because those ideas sound nice.
(edited by yriafelc.6124)