They know variable numbers of enemy faction may PvP them a variable amount of the time - a consequence accepted when WM toggled on.
They know their faction receives a base 10% bonus - as incentive to WM on because it compensates for time loss caused by PvP.
They know the outnumbered faction receives an extra 5% to 20% on their bonus and a PvP quest - to help increase outnumbered faction’s numbers in region, and help decrease pure PvEers within the outnumbering faction in region.
They know that they can turn WM off/on when they feel like it (edit: at relevant location).
Logic:
Number 1 - It’s a PvE+PvP no rules game mode, with variable numbers per shard, you are gonna get ganked. Expecting not to get ganked is completely unrealistic.
Number 2 - In a PvE+PvP no rules game mode, PvE activities are going to take longer on average than in normal mode. The bonus both compensates for time loss and helps maintain WM player volume.
Number 3 - One faction outnumbering the other in region is bad for WM, it causes single faction overflow shards to be necessary. The players on these overflow shards get bonus, even though their PvE activities take no longer than when WM off. That encourages more of that faction to WM on, and perhaps more of the outnumbered faction to WM off, worsening the region imbalance even more. The outnumbered bonus and PvP quest encourages more of the outnumbered to WM on, and encourages the pure PvEers on outnumbering faction to WM off, bringing faction balance closer.
Don’t confuse this with shard balance. Factors that affect shard balance are nothing to do with the bonus. And a bonus based on shard balance instead of region, would only make faction balance in region worse + massively incentivize shard hopping. RP WM shards are a special case, according to some. Here’s a possible solution, if it’s even needed.
Number 4 - Whatever their motivations to WM on, a player can turn it off when the negatives outweigh the positives for them (edit: at relevant location).
All opinions should be challenged. Point out any lack of common sense or logic in the above.
I think I might have lost a conversation with you writing a topic like this
But logic and perception are so different
It makes sense to lvl in WM because of the bonus, and the only time you are really really challenged are in lvl 10 - 50 areas because of low lvl gankers and in the new zones, where everyone will be playing now
But the logic gets challenged when you can play without any challenge or problems up to a certain point - some of my favorite levelling zones are player empty, and suddently meeting a bunch of players could challenge what I see in WM.
Like how the balance is in those areas I play in
I can enable/disable pvp wherever I am in the map - but I need to be in a rested area to turn WM off, and in Orgrimmar or Stormwind to turn it on.
Being able to quickly enter or exit this suddently becomes difficult.
True, because in a normal pvp server, you always knew which side was the dominating one… You choose one side for it to be a challenge and play the underdog side or to be on the winning overwhelming side… With WM you can’t choose, you are placed in an enviroment you can’t controll
Well no, you still need to be in a secure zone to do this - even pvp flagging requires you to not engage yourself in pvp for 5 minutes
You are only safe in a way that you are not forced to turn it on
Players can perceive all they want, but facts are facts, logic is logic. What we see a lot on the forum, are emotional responses, which naturally lean toward self interest. Human nature, But illogical.
Facts:
WM is a hard mode version of normal mode.
Nearby players if any, will always vary in their motivations to help you. Solo play is possible, but WoW is a multiplayer game, and as with other hard modes in the game - grouping is optimum.
Different zones have different ‘risk’ of WPvP happening, with variable faction balance in subzones, from shard to shard.
The bonus compensates for average time loss from level 1 to 120.
The outnumbered extra bonus and PvP quest, are designed to help reduce region faction imbalance for the benefit of WM.
Players can decide any time to turn WM on or off, then visit relevant location and click the toggle.
Logic:
It is player choice to risk WPvP in any location, knowing that faction balance is variable per subzone per shard.
It is player choice to play solo and not use standard strat of grouping when challenged.
It is player choice to suffer time loss in exchange for bonus compensation.
It is player choice to play a character on the faction with smaller or higher bonus.
It is player choice to WM on for whatever reason motivates them.
Emotion:
It’s unfair that WM is harder than normal mode.
It’s unfair that there’s more enemy players in my current location.
It’s unfair that I am being attacked and prevented from questing.
It’s unfair that other faction gets higher bonus.
It’s unfair that I can’t WM on/off from any location.
It’s unfair that not everyone is WM on for exact same reason as me.
Or use standard WPvP strats to counter any challenges.
Self Interest:
No, I just want the bonus.
No, WM should be changed to suit my needs, regardless of what other players want.
Hey, emotion and self interest are 100% human nature. But maybe if facts were looked at logically, it’s be easier for certain players to swallow certain aspects of WM.
I don’t mind that WM has no rules. That’s the point of it. It happens that you get outnumbered by multiples of the opposing faction. It just isn’t fun when this is always the case and you generally don’t stand a chance doing any world content.
Well, talking about RP servers here! I don’t mind the variables. On the RP servers there are none and the Alliance is always guaranteed to outnumber the Horde. On every other server(s) I’d agree though.
This whole debacle started with the WM bonus. Implimenting an mechanic and then giving players a bonus just to make use of it, kinda feels like the machanic was a failure to begin with.