ArenaNet has shed a little light on some WvWvW details, but cast shadows and raised questions for me in the process.
Every player has a “home server” where their character is made. Your character can “visit” other worlds (Servers) for free, but you are still bound to your home server for WvWvW bonuses and PvP. Changing your home server can be done at a cost. For those who are still confused, imagine being able to log on World of Warcraft and instead of choosing what server then what character, you choose what character then what server (after having made your character on one of them already).
I think the idea is thoughtful. Visiting other servers to see friends who may not have rolled on your home server is nice. It may also be a way to PvE in less or more populated areas. I do, however, have concerns.
1) What happens when server X becomes “the place to be” and people are flocking off that server to visit?
2) Will some servers become ghost towns as their populations “visit” elsewhere?
3) Can commerce be conducted when visiting?
4) Will there be a cap on a server’s number of visitors?
5) Can you join guilds on servers you visit?
Of coarse, I am also concerned about community.Â Since you can belong to as many guilds as you want and now can go to any server you want, I am worried we won’t have any sense of community at all.Â Then again, WvWvW will act as a unifier to bring servers together.Â At the end of the day, PvPers will have familiarity with their brothers-in-arms and there will be a community of people fighting for glory.Â Perhaps community could go either way depending on how the above questions are answered.
World vs. World vs. World Queues
It was revealed that WvWvW will have a population cap.Â Once the cap is reached, players wanting to enter and participate will be queued.Â I prefer this system a million times over that of an instanced system, but I am worried about the number of players capable of participating.Â On Reddit they say they’ve tested hundreds of players in the same area at once.Â I just hope that we don’t see a limit of 100 vs. 100 vs. 100.Â In case you’re wondering, the limit does not apply beyond your world, so you can’t flood your people in to keep others out.
I remember the glorious days of several hundred players from each realm clashing in the frontier.Â Sure, it lagged at times, but having over 500 people smashing swords against shields with arrows whizzing over your head and spells exploding at your feet gives you a sense of immersion you can’t experience with fewer people.
This limit on the number of players might be the first thing I innately dislike about GW2.
Update: I’ve been thinking more on the subject of limiting numbers and it occurred to me that forcing “even” numbers makes sieges much more difficult.Â All things equal, even numbers favors defenders.Â What’s worse is 100 defenders, 100 attackers, and 100 other people screwing with the attackers.Â It happened all the time in DAOC.Â The way the attackers won was either through skill or more people.
Update #2: 100 vs. 100 vs. 100 per MAP confirmed.Â There are 4 maps (3 borderlands, 1 central) so a total of 400 players from your server at a time in the Mists. [source]