MASSIVE WUBDUB POST INC
I'm not trolling, I'm disappointed. Trollpointed at most.
Are we winning wvwvw?
I stayed up late Tuesday night to Wednesday morning, playing with the Koreans and Aussies, until we took back the overall points lead, and once SBI takes the lead on weekdays, we rarely give it back up. It was a 20k lead last I checked.
Since I said it when SBI would finish second and now we're finishing first, WvWvW really is just a coverage check, and that's why SBI comes from behind every week and then puts the game out of reach by Wednesday ngiht and Thursday morning, making the last two days kind of pointless. =/
Synapse <SYN>, along with Philippine Heroes had switched over to SBI after the TA breakup and its help smooth over coverage gaps for SBI. <NOPE> (with funny letters) is a group I haven't seen before that has been running Eternal Battlegrounds all week as well. We still have coverage gaps but they aren't as weak as JQ's or other server's gaps. There's also Not Yet Solved <NYS> within the oceanic coverage for SBI now.
Someone offered the idea that they change the scoring system so that you're aiming to win certain hours of the day and then how many of those bracket of hours are won by each server determine an overall winner. So you have weekend NA primetime hours, weekend off-peak hour winners, and weekday primetime hour winners, and weekday off-peak hour winners. This would make the whole week matter more since you wouldn't be able to make huge point differences during weekday off-peak hours that trivialize the more intense weekend battles.
Honestly, I feel the knowledge of SBI's weekday power has begun to make the server half-ass it on weekends.
Another suggestion was offered by Freelancer (Yeah, I know he gets much hate.) on how to break up the zerg. A lot of people feel there's no real counter to the zerg due to the limitations imposed on AOE targeting and the "turtling" strategy. Basically, zergs bunch up on each other and create more numbers than the limit on aoe damage can hit. They then stack heals that outweigh the AOE damage, and it becomes very hard to take out a zerg. You then have al the culling issues from portal bombing on top of that.
Anyways, Freelancer's suggestion was to remove the crossed sword notifications from the WvWvW map. These notifications act as lightning rods to zergs and tell them where to quickly move towards. They also mean you don't need to leave behind too many people to protect or watch keeps, because the map will notify players of whats being hit for them.
Now, playing with War Machine and also the NA folks on SBI, I don't entirely agree with that. Normally, there's one or two people at the major keeps and at a tower to watch and report. There's also more than one group hitting more than one target. This makes it difficult for one singular opposing zerg turtle to be everywhere at once. I still like the idea though and would remove swords for merely hitting NPCs. If two players attack, then keep the swords because its more logical that a player is reporting activity on the map than a NPC. Of course, keep swords for inner gates and Guild Lords being attacked, otherwise that comm silence just encourages more Memser portals and wall hacking. But removing swords for attacking NPC guards would encourage keeping people at nodes to monitor and defend, and thus thin the zerg a bit.
Then make it so when you upgrade a keep or tower, the inner area has a champ boss NPC with an indignation buff that last for the first minute of engagement. Basically, what you're trying to do is slow down the zerg and make it so you have to spread your resource of people out more when you control more of the map. Currently, you can control an entire map and still keep most of your army in one spot, but just move them very quickly. (Once you have a group of aoe speed buffs, the travel time issue of WvWvW becomes very minimal.)