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First, technical - system in your idea would have to calculate buff for every player of every shard on each event of players moving anywhere. For each player system would need to detect shard+zone+area where they are and get all data (for that players all other players there), then new shard+zone+area to which they move and all data from there, and then recalculate bonus not only for that player, but also for every other player in those shards+zones+areas. Same for players changing only zones/area, accepting queues, porting in/out, logging in/out, etc.
Bigger the population, more popular area, more players are moving = more calculations overlapping, more resources needed for everything to work.
It’s going to be a HUGE lag and many many problems probably.
Second, complexity - system would be way too complex for anybody to care. Bonus is constantly jumping on it’s own, nothing stable, and those who want to get something out of it would need to play a game of “constant watch for current bonus”, shard jumping, etc, instead of playing the actual game.
In the end - it won’t solve faction balance in any way, rewards will still feel ether “meh” or “unfair”, and it’ll be just a needlessly complex system that will demand huge amount of server resources, and will be very distracting from the game-play for anyone who cares.
In other words - player who can play every day for ~2 hours, 14 total a week, willl get the best rewards, but player who can play 1-2 days a week for the same or more hours total will get crappy rewards…
It doesn’t look like it’s rewarding participation, it looks like it rewards only a constant everyday play-time.
If it rewarded for overall participation - both players who could spend similar amounts of time doing WPvP activities would get same level of rewards for the week.
I think more flexible and fair:
- total time in War Mode ON, with time spent in sanctuaries excluded and time in capitals added only if there was a PvP combat
- list of minimum WPvP activities, like 5 bounties looted/received, N honor gathered, players killed, etc.
- the more player gets above that minimum + more time played in WM = better rewards
Hello stealth detection! Much needed feature that will make stealth classes very happy…
Because system can only balance shards initially, then LFG influxes happen, then exodus happen - it’s reasonably impossible to accommodate, because it is not a BG with fixed number of players in a limited zone with a queue.
Because of that, Regional population is the only reliable value that point to a probability of players on one faction (underrepresented) encountering players of the other faction (overpopulated) more often. As well as players from overpopulated faction can have more numbers, or at least faster, when needed with LFG.
That is another cornerstone when you try a solution that is way more complex than problem needs. More complexity = more potential problems = more and more restrictions to avoid problems, and in the end - system would be not just needlessly complex, but also way to restrictive to actually work.
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Yes, one-sided rewards is not good. But I don’t think your suggestion will make overall WM situation any better, worse probably.
I think that current bonus and AOO feels bad because there is nothing else, since Call to Arms is just a quick 10 kill quest, and everybody got all achievements they wanted a long time ago.
I still think that solution that will take into account actual results of player participation in WPvP activities, and then on the next week will give quest with rewards based on participation, for both factions, in addition to current bonus +/- system, will work much better.
Plus new achievements each PvP seasons, some of them quick, some would require to actively play through season, with titles/mounts/transmog rewards.
And there it is - very simple for anyone, effective to give incentives for participation, effective to reward this participation.
Suggestion: Weekly Higher Quality Reward WM Activity Quest (don’t mind derails…)