Feedback:User/Tennessee Ernie Ford/Improve World mobility tools

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Megaservers solve some of the issues
resolution = Moot !

Improve World mobility[edit]

ANet needs to change the way it balances encouraging players (and guilds) to choose a world and stick with it against the need for players (and guilds) to be able to freely move around, as they change priorities, guilds, or social networks. Currently, the game makes it very costly to move around...which ends up being anti-social:

  1. Allow guilds to sponsor moves by members, by spending influence.
    • This encourages guilds to recruit from outside their world (and to build influence to help make that happen).
    • It allows guilds to help guildies who change their mind about WvW (and come to the guild's recommend home world).
    • Price could be driven by the market (perhaps 50% more than the guild promoter's 1 influence = 1 silver, converted to gems) or fixed.
  2. Allow individuals to sponsor moves of other players.
    • This encourages individuals to work together to end up on the same world.
    • Price could 10-20% more than the standard transfer price (in gems).
    • The sponsor might purchase an item that, on use, enabled a world transfer for the user.
  3. Reduce to near-zero the cost to transfer to a low-volume world.

Background[edit]

Player and guild issues[edit]

There are several issues that guilds small and large are dealing with right now, without any mitigation possible.

  • Any guild interested in WvW has a vested interest in locating on a single world.
    • This creates an anti-social disincentive towards recruiting on other worlds.
    • It creates an unfair burden on guildies who (deliberately or accidentally) choose some other world...and later realize they want to WvW.
  • Guilds are attempting to coordinate co-location before launch, but it's inevitable that some will choose poorly, some will make mistakes, and some will accidentally direct guildies to the wrong world.
    • Suppose World A is the choice of both several role playing guilds and some huge sPvP guilds: both groups now find themselves in the wrong place with no means to address the issue.
    • Some guilds are waiting until the last minute to announce their choice of world, which means some members will have the wrong information at launch time, causing them to end up on the wrong world.
  • Members who change primary guilds (the one they represent at least 50% of the time) are likely to end up on the wrong world.

ANet's balancing act[edit]

At the same time, ANet needs to address other potential world-mobility issues. In particular, Individuals (and guilds) cannot be allowed to:

  • Chase optimal Power of the Mists.
  • Move worlds to one they think is more likely to win (or away from those they think likely to lose).

Balancing low-population worlds[edit]

Low-population worlds call for an entirely different mechanism. First, ANet should be encouraging people or groups to move to worlds with the fewest players (it helps manage peak loads, makes more worlds competitive, and reduces the chance that seemingly-unpopular worlds stagnate). Second, since there's no in-game advantage to switching from a high-population, players need an incentive to move in this direction. Accordingly, ANet should make reduce the cost to next to nothing.

See also[edit]