Great idea, but the only problem with that is that their are more Horde than Alliance. Blizzard would obviously need to address that.
No doubt. WPvP has always been about the number of players either side can muster at any given time. If you have the greater numbers you have a clear advantage. Not sure how Blizzard can fix that.
Just like they did in Wintergasp. Buff the side that has fewer people on it.
I dunno. Eventually the side that has the fewest players keeps getting buffed and the other side starts to complain about the buff. I don’t think the variance between the number of one faction over the other is something that is easily (or fairly) fixed by Blizzard.
This is the exact same cycle that has played out expansion after expansion and somehow we’re all expecting a different result. Lol.
My guild started out on Farstriders. We lived in Wintergrasp and went through that. We didn’t honestly mind when the other side had the buff. It was ok enough for us, but we all have some pretty thick skin in the Fist. Also we did some brutal stuff to the Horde their too. I personally didn’t mind it and understood the why, especially in those few times where the Horde outnumbered us there.
No fix for the world PvP issue is an easy fix, mostly because Blizzard wasn’t insightful enough to bake it into the game during its early days, but here’s how you do it:
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Do some research on Dark Age of Camelot’s “RvR” system of yesteryear (I don’t know what it’s like these days). Implement it for Horde vs. Alliance and add other factions as necessary.
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Embrace a “frontier” design, where Azeroth is the playground with the objectives; Azeroth is the battleground. If you opt into being “enlisted” for your faction, you’re attackable and you get MEANINGFUL bonuses, including gear and cosmetics.
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Keeps. Azeroth needs keep-taking. Amassing before keeps, breaking down the doors, killing the leader and proclaiming ownership with a flag.
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Relic Keeps. Larger versions of the regular keeps that contain powerful relics which, when taken by a faction and brought back to their capital city, grants the possessing faction bonuses. On the other side, the faction that is ‘losing’ because its relics are owned by the other faction, are granted significant bonuses to BOOST THEIR LEVELING PROCESS, tradeskills, et al. There’s a delicate balance here that has to be struck, of course, but it’s doable.
The entire freaking world needs to be where the war happens, and it has to be strictly one side versus the other. BGs can stay, but get rid of Alterac Valley and the other bigger ones. We should have small BGs (instanced) and one big war world. That’s it. That’s what this game’s PvP needs. No more hemming and hawing it.
TL;DR: Copy (and adjust, of course) Dark Age of Camelot’s RvR, widely considered by those who played it to be the best implementation of PvP in an MMORPG ever.