@jesterroyal: The point of contention is that you are assuming the dynamic of one day matches will translate over to one and two week matches without much difference. Sure, if you're matched up against other disorganized worlds it might work for everyone to remain zerging any capture point they feel like, but in competitive matches this just isn't going to fly, sans the 'everyone is sleeping so we can all-cap'. 'One person not wanting to be bitched at by a self proclaimed leader and tactician turns WvW into a graveyard where nobody plays' is not so far from reality as you might think. When you take a world that is organized and knows strategic importance of certain locations and spends money on siege like they mean it, and a world that runs one or two zergs trying to cap whatever they feel and sometimes don't even carry any supply around let alone blueprints, given equal populations, the zerg is going to lose. And it is going to lose badly. You already see a zerg snowball effect in matches where if the zerg is stopped and counterattacked they don't know what to do and lose half their stuff before they can regroup. Or they will be stuck at throwing a zerg of dead bodies at a defended keep while everyone else caps all around them. And that's against other zerg teams, no less. When you fall ~50k points behind in a 2-week match you just aren't going to make that back with a disorganized zerg against a coordinated world given the same population and playtimes. You're only going to get more behind, and the more behind you get the less people will bother to show up. The less people show up, the more chance the 2-week dynamic of your world going to be 'harass the organized guild we don't want to win' rather than holding claims and winning yourself. It is a little naive to think that, of the hundreds of people required to participate in WvW at a competitive level, that all of them are going to stomach constantly losing and won't consider jumping ship.
Small groups are already rewarded. If you're the one constantly disrupting supply lines and hit-and-run'ing supply camps you are doing your world a huge service, even if they don't realise it. Supply is a HUGE deal in close fought matches and people will be forced to take notice and coordinate beyond the zerg mentality to win against other dominant worlds. I will concede that if all three worlds aren't very good at WvW then the dynamic probably won't change, but already you are seeing discrepancy in scores based on organisation when populations are equal, and as people get better at the game it is only going to become more important. One person not wanting to 'be an ego-trippers pawn' and doing something constructive for their world with a other than run with a zerg with a smaller, tighter group is perfectly fine. One person complaining loudly in team chat that they shouldn't have to coordinate with their team because they are a special snowflake is just not a mentality you want to put out there, because it is contagious. There are good leaders and bad leaders but you won't get anywhere if half your world feels like leadership and team game-plan is not required or a hindrance to their experience. That's the point I'm trying to make.
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