125058-crazy-insane-proposals-to-restore-pvp-prosperity-boost-overall-game-population

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I've been thinking about the state of PvP in this game and why it is so underplayed since I returned close to two weeks ago.  In all honesty it has had me rethinking my return to the game since I'm an avid PvPer and especially since WildStar's PvP was so much fun, especially when leveling up.  it has me sad and it would be such a shame if this aspect of the game can never find a prosperous life again.  I am also posting this here in the hopes it can facilitate discussion of this aspect of the game and generate more views from not just the players to contribute, but the developers as well, especially since the PvP forums seem to have very little activity as is.  It's a part of the game that simply cannot be ignored.  In addition to that, these ideas impact other aspects of the game and I feel that they could potentially give WildStar a necessary boost in the right direction, so I've been wanting to share them.
 
Now, on to my proposals!  Important parts or points of emphasis will either be capitalized, bolded, or in extreme cases both, so read on, like if you think I have good ideas, and CONTRIBUTE!
 
 
1.  Incentivise Low Level PvP
It simply can't be enough for it to be there.  This is many players' FIRST take at the PvP in the game!  If they can't even get any queues to pop, especially when it takes little more than 30 minutes (or even less!) to create a character before they can start queuing for PvP, what kind of impression does that set?  That's a wall to content if I've ever seen one.  Many will argue that max-level content is all that matters, but not if the road to get there is a massive wall or one that paints a very bleak picture.  It can't be ignored, PERIOD.  It may be necessary to BOOST rewards of participating in PvP BEYOND what you'd normally attain through standard PvE play in the same timeframe.  My suggestion is make PvP more rewarding than solo and group questing, at least as rewarding as adventures, and perhaps even dungeons, including loot but ESPECIALLY in experience.
 
2.  Abolish or Greatly Expand CX/AH Item Capacities Per Seller
Now one might wonder what this might have to do with revitalizing PvP.  The fact of the matter is, nothing exists in a vacuum and this is ESPECIALLY true in an MMO.  This is important because many players acquire too many items they want to sell than what both the Auction House and Commodities Exchange allow.  I know numerous people who circumvent this by creating multiple alts solely to act as additional sellers of goods, bypassing the item capacity.  This matters because we have a limited number of character slots and more characters made to sell our junk means LESS characters made to actually play the game.  Whatever benefits (if any and I am very skeptical that there ARE any) these restrictions create are VASTLY outweighed by the adverse impact fewer available character slots have on lower level queues.  It's simple math.  Fewer character slots devoted to actual game playing means fewer characters able to participate in level-up PvP.  Solution?  VASTLY BOOST the capacity limit of items placable in the AH/CX or outright REMOVE it all together.  If it has to stay, I say QUADRUPLE the limit.  This leads into my third point...
 
3.  Double, Triple, or Quadruple Available Character Slots
I've met numerous people in WoW who had multiple servers filled with characters.  Many may not get played much or at all, but surely many characters DO get played.  They can do this because there are multiple servers to create characters on, so players in WoW can continue to make characters even when one server has its character slots filled up on that account.  WildStar however does not have multiple servers, it has two (per region) and they're not even the same type of server.  The megaservers pose restrictions to character creation, and thus create a greater limit on the availability of group content at lower levels, including and especially INSTANCED PVP.  Lower level content must be continuously played through by both new AND existing players as it is a players FIRST experience in the game and helps to keep new and returning players playing.  How many threads have we seen from people proclaiming the emptiness of the game based on early level experiences?  Simply put, it can't be ignored.  One way to improve the low level experience to actually INCREASE continued playthrough of low level content.  A good start would be to INCREASE the character limit to 24 per server.  Making it 36 or 48 would be even better, as another well known game has an account limit of 50 characters but it has several active servers while WildStar has only one (regionally).
 
4.  Incentivise Rated Play, Emphasis on Arenas and Warplots
Beyond incentivising, enhancing, and increasing level up PvP, once players reach 50, players will continue to seek progression through PvP, and character progression is what MMOs are all about.  New forms of PvP open up and the PvPer naturally will want to experience them.  However, different forms of PvP have different levels of accessibility.  Somewhat harder to access forms of PvP need the proper incentive to get players playing, and one way to do that is to BOOST rewards (such as gear or currency/rep boosts) from less known/played PvP content like arenas, but above all warplots.  Perhaps even give warplots an incentive to raiders/PvEers to encourage greater participation in them.  I would even recommend that the best rewards for PvP not even be available through battlegrounds, but through ARENAS and ABOVE ALL, WARPLOTS.  If I recall correctly, this was WildStar's initial plan but I am unsure if this is still the plan, and I understand Drop 5 is looking to remedy many of the ills of PvP along with the soon after return of rated play and rating barred PvP gear with season 2.  However, more will certainly need to be done, and when Carbine's "have you SEEN warplots" statement has become a meme and a commentary on the state of a major portion of PvP content in the game, something ought be done about it.  Again this leads into my next point.
 
5.  Reduce Warplot Team Capacity to 20 Players Per Team
This has already been done to Datascape and the PvE side of the game is BY FAR a healthier portion of the game compared to PvP.  Considering that, it seems almost foolish not to do the same for warplots.  This may necessitate a redesign of warplots to some extent, but there's simply NO REASON for such content to go virtually UNPLAYED in the game.  That's dev resources being flushed down the drain.  Making warplots 20 vs 20 would certainly be a step in the right direction, at least for the time being.
 
My next few suggestions have more to do with boosting the population in order to boost content accessibility, but all of it pertains to PvP as well in addition to all of the game's content as a whole.
 
6.  Make Levels 1-20 Completely Free To Play
Without invoking a business model argument (I don't want that nonsense here guys, please), many would argue that WildStar is already free to play (buy CREDD in game and use) and even pay to win (buy CREDD from Carbine to sell in game for platinum to buy shiny epics without playing the game to get them).  Why not COMPLETELY open the doors to potential players for the first 20 levels?  Content is rarely added or tweaked at the low levels in modern MMOs, and essentially the reason why MMOs have some sort of continued form of revenue stream in place is to keep churning out content to keep the game going.  The early levels are a SAFE place to allow a free to play environment.  Consider it an unlimited trial period.  World of Warcraft already does this, with only restrictions to chat channel use and guild participation from my recollection.  I would recommend allowing access to chat channels however.  This change would allow potential players to experience the game generally, including adventures, dungeons, shiphands, and battlegrounds WITHOUT worry of making a bad financial investment.  Additionally, it would have a MINIMAL IF ANY financial burden on Carbine since interested players would still have to buy the full game and either purchase CREDD or pay the sub fee to level beyond 20.  If absolutely necessary, make the first 20 levels a 30-day trial period with limited restrictions so potential players do not feel pressured to play more than they would like to to experience the game.  Doing this undoubtedly will liven up queues for low level content, ESPECIALLY instanced PvP for 2 of the 3 level-up brackets, which will create a cycle of gameplay that will DRAW IN more and more players.
 
7.  Create a Limited Rent-A-50 Trial Period
Even with a 1-20 free to play experience available, trepidation will surely linger about WildStar's endgame content.  Why not give potential players a BRIEF TRIAL period to play the game at max level?  It would function as a typical 7-10 day trial like with any MMO, except that you can play end game right away like a demo, interact with the playerbase before making a financial investment, and the level 50 would be a temporary character only available during the trial, similar to how it works on the PTR.  Perhaps even allow rented 50s to be fully attuned to try out raids, arenas, and warplots?  While the rented 50s would perish upon full account activation through CREDD or subbing, it would give new and returning players FREE END GAME EXPERIENCE and a strong grasp of what the game offers instead of turning down the game due to doubts about the end game experience.  Like the previous point, it would undoubtedly BOOST PLAYER PARTICIPATION in instanced content as well, and introduce more people to WildStar in a way that might NOT make them long term players WITHOUT this experience.
 
 
And with that I conclude my suggestions.  I may add more in the future as they come to me.  Feel free to share your own thoughts and contribute!
 
I should also make clear that these are suggestions from a player of WildStar.  I have minimal game dev or video game industry credentials.  Much of what I suggest might not be viable due to financial circumstances I am unaware of such as a publisher not okaying the move even if the dev studio is all on board with it.  I am also not an expert on raiding, PvP, or the mechanics that govern each although I do try my best to understand the games I play to the best of my ability.  This is meant to be a positive, brainstorming thread to share your ideas with the community and to inform the dev team should they read this about how they might go about improving this game.  For all we know, ideas expressed here may lead to positive changes to the game due to introducing ideas to the dev team that they may not have contemplated before.
 
Thanks for reading and I hope that you all give your feedback and contribute!  :)	
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There are some really good ideas here but the issue is Carbine's lack of advertisement and the cripplingly low population that this game has. People will say that the game has a "decent" population, but that is not true when one server is completely dead while the other is in a "semi-thriving" state. PVP servers are ghost towns and the PVE servers aren't even that well populated. Sure, Exiles outnumber the Dominion, but a game with a great population means that you don't have to wait until "prime time" to find people to play with.
 
Business model has to change, this is the first thing. After the change, Carbine needs to advertise the crap out of this game for going B2P/F2P (whatever business model they choose). The amount of P2P MMOs on the market is so much lower than it was years ago, when we had so many. There are only 2 successful P2P MMOs out right now (WoW & FFXIV:ARR). The market is expanding all the time and a sub fee just turns many people away. "Why play a pay to play game when you have so many games to pick from that are just as good or even better than WildStar? And it won't even cost me much money or even a dime to play." That is the mind set of many people these days and you have to adapt to these changes or die off. WildStar & Carbine are hemorrhaging because they believe they are at the levels of WoW & FFXIV:ARR when it really isn't.	
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			Some of my ideas are to address that population issue and you bring up some very good points.  I'm not terribly informed on the trends and successes of various business models, MMO games or not, so i can't comment too much there, but I do agree that Carbine needs to increase access to their game somehow, and I don't mean nerfing the content to a point of triviality.	
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You definitely raise some interesting points, but I really think the lack of low level pvp is a pure population issue thats going to be hard to fix without a bunch of new subscribers. Low level pvp thrived in wow because of twinks and twinking, [or at least it was when i played] but that ruins fun for incoming players who can't spend inordinate amounts of time and gold to get ridiculous gear for their alts. [still got an alt of some server somewhere with a crusadered great-sword]. I don't know about making the exp gain better (not everyone wants to level through pvp), but I definitely think better pvp geared rewards is a good idea. The prestige costs of the low level pvp gear is ridiculous and the crafted stuff is better anyway. 
 
Your second and third suggestions are good, especially since CX postings count per stack, so if you try to sell 1000 galactium, that takes 5 of your CX slots. 
 
I would love to see Warplots made more viable, they are something that really attracted me to the game originally and I haven't gotten to do one yet. I only know of one group that does them and they fill up really fast when they do. I was hoping warplots would be akin to the old school vanilla AV battles that could last for hours where people could pop in and out. I'd also like to see a pvp oriented zone. Wintergrasp was some of funnest pvp that WoW had in my opinion, and ESO has Cyrodiil, which is awesome!. 
 
I'm all for making levels 1-20 free to play, but I'm less sure about the rent-a-50 idea. Tossing a new player into the level 50 environment could be very frustrating rather than attracting them and making them want to stay. 	
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I'm all for making levels 1-20 free to play, but I'm less sure about the rent-a-50 idea. Tossing a new player into the level 50 environment could be very frustrating rather than attracting them and making them want to stay. 
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A couple thoughts on these:
 
1.  Yes, I don't mind if PVP is a slightly better way to level than anything else in the game.  If we're all on one server, it really won't matter that much.
 
2.  I'm not sure this is as big of a deal as you make it out to be.  Surplus drives down prices, and means that not only is there a lot of supply, there isn't much demand.  I vendored probably half the stuff I had on me yesterday simply because oversaturation of items has driven prices down.  For whatever it's worth, I don't think Carbine's going to take the time to make that particular facet of the game more convenient when they have both bigger fish to fry and decent reasons to not allow more.  This isn't exactly an EVE Online economy.
 
3.  This definitely isn't going to restore PVP or raise overall game population.  In fact, I'm not entirely sure what purpose that would serve beyond allowing more alts to people who do alt.  Given how many people complain about the usefulness of alts compared to how long they take to catch up to mains, I'm not sure that's many.  I don't think much of the lapsed game population is staying out because they don't have enough character slots.  It's more logs that Carbine has to store.  I don't see this happening anytime soon, especially to the tune of 24 characters per account.
 
4.  The biggest problem with rated play currently is its exclusivity.  It was meant to be competitive, brutal, and intricate.  It ended up being a place where PVPers could complain about ratings and where your average player didn't have much of a point of entry.  They've been actively getting away from that vein of thought lately.  Changes are already coming to how rated play operates, but for right now I'm not sure what changes should be made.  We've had conversations about the subject, but they're not all incentives, they're geared towards leveling the playing field.
 
5.  They've already reduced it to 30, and if a great deal of players simultaneously queue for it as mercenaries, the game should be kicking Warplots off as if they were BGs.  The problem is that Warplots are like raids, they take a lot of coordination, work, and time to maintain.  You'll simply need more PVPers to do that.
 
6.  I'm not against this, but I think there are more effective ways to extend the trial period.  Free weekends once or twice a month might be a better idea since that puts everyone in the game at the same time.
 
7.  This I'm not sure should be done.  1-20 is actually very easy for new players to understand and get to grips with.  Throwing someone into a fresh level 50 and having them go look into a veteran dungeon is going to get them killed.  There's a lot of knowledge that's simply not going to be figured out.  This isn't WoW.  Even a normal SSM will eviscerate a player who doesn't know his LAS build, much less how to launch a coordinated interrupt.  Heaven forbid if someone who likes tanking figures he'll check out endgame by stepping into a veteran dungeon.	
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I have never played in a game that has a form of twink system or whatever, so I have no knowledge of this whole thing, that said, instead of trying to incentivise lower level PvP I would personally prefer to see the gaps knocked down with a system to allow people to jump into PvP from the start.
 
Currently there has to be 20 people, 10 from each side, with a hive mind to want to queue for PvP from levels 6-14, 15-25, 26-35, 36-49 (I may have gotten these brackets wrong, it has been a LONG time, drop 2, since I actually got to play in them), which is just way too much. Give people an option to make a build exclusive to PvP, scale them up to 49 or whatever, then let them rumble. Of course, this would never come into play due to the work required behind all of this but something akin to this is what I personally would prefer to see to allow new players and existing ones with low-level alts an alternative way to level.	
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You make some good points.  I will again state however that I'm not an expert on these matters so in truth I'm not certain what should be done, but sharing ideas with the community is a good place to start.  It may create the spark needed to create the solutions we need.  You've also been playing the live version of the game longer than I have so you've been able to follow the changes more closely than I have, so you offer an important perspective.
 
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2.  I'm not sure this is as big of a deal as you make it out to be.  Surplus drives down prices, and means that not only is there a lot of supply, there isn't much demand.  I vendored probably half the stuff I had on me yesterday simply because oversaturation of items has driven prices down.  For whatever it's worth, I don't think Carbine's going to take the time to make that particular facet of the game more convenient when they have both bigger fish to fry and decent reasons to not allow more.  This isn't exactly an EVE Online economy.
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			Scaling to 49/50 would be great! That's what they did with ESO.	
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You make some good points.  I will again state however that I'm not an expert on these matters so in truth I'm not certain what should be done, but sharing ideas with the community is a good place to start.  It may create the spark needed to create the solutions we need.  You've also been playing the live version of the game longer than I have so you've been able to follow the changes more closely than I have, so you offer an important perspective.
 
 
This especially is a good point.  There's a lot of things I simply vendor because they won't sell on the AH/CX which seems to imply a lack of value.  However for reasons outside of what I've stated here, I still think a change should be made somehow because I just don't think the restriction is creating positives in the in game economy.
 
 
From what I'm reading so far, it sounds like effort should be placed in boosting the game's population.
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			@1.  - It would also be good if you could lock your character's level, so you don't outlevel the low level PvP bracket. The lock would prevent you from getting that last point of XP needed to gain the next level. If you'd level up at 32,000XP total, the lock would stop your XP at 31,999. The lock could either be at certain fixed levels, e.g. 15, 20, etc., or be for whatever level you are at when you engage the lock.	
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			Well when you establish a new IP such as Wildstar, you really run the risk of being successful or crashing and burning.  I think Carbine did the latter, but hey at least they (and we) learned a lesson in economic trends and/or playstyle trends over the years :)	
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			@low level pvp - why not go the GW2 route and create a completely different zone, accessible by anyone at any level, that automatically scales you to the max level? Only designated pvp gear buyable in the zone can be used, and any exp earned while in the zone can still level your character when you leave.	
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@low level pvp - why not go the GW2 route and create a completely different zone, accessible by anyone at any level, that automatically scales you to the max level? Only designated pvp gear buyable in the zone can be used, and any exp earned while in the zone can still level your character when you leave.
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There's one issue I have with your suggestions, and I think you have  a lot of great ideas, some I don't agree with, some I do, but the biggest problem I have with suggestions like these (not attacking you personally, just in general)  is the lack of accounting for resources and time it would take to implement. And on top of that it all depends on how certain aspects of their code already is in place for these things. Lets just say as an example, it took 6 months (in reality probably longer) to implement all these changes, that means 6 months of no other content, no new; dungeon, raid, arena, battleground, zones ect. Limited fixes, or no other new features for that 6 months to get these in there, which might still not work. That's where people at Carbine and NCsoft and have to make game decisions, as well as business decisions, which is sometimes hard for us, as gamers to see. 
 
I think it's important for people like yourself, or anyone else that feels an aspect of the game they like is being unfairly resourced, to speak out, and have suggestions, that could improve their situation, but at the same time understand that it's a long time effort, it's about small incremental changes sometimes, than large immediate overhauls. 
 
Wanted to add @Xlugon Pyro that this is one of the more respectful suggestions threads, it's well written, has criticism without completing blasting the devs, or Carbine, so props to you. :D 	
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There needs to be some big reward for playing the pvp server.  That is only way they gonna get people to go back there.
 
Like maybe faster leveling, more ability points, more amp points, more bag space, more selling slots, etc.
 
While this would make the pve'rs QQ big time, this would make people swarm to Warhound in droves and quite possibly convert some pve'rs to pvp'ers.	
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There needs to be some big reward for playing the pvp server.  That is only way they gonna get people to go back there.
 
Like maybe faster leveling, more ability points, more amp points, more bag space, more selling slots, etc.
 
While this would make the pve'rs QQ big time, this would make people swarm to Warhound in droves and quite possibly convert some pve'rs to pvp'ers.
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Hi, thanks for your suggestions and thoughtfulness towards improving the PVP state of this game. I have played this game since launch date mainly through PVP. Of course, in the last few months I have just slowed down and simply stopped due to various reasons listed throughout the forums - really because of Warhound PVP Dead Server. I have witnessed and felt everything that Carbine have done or should not have done that would make every PVPer in the world cringe with anguish.
 
First and foremost, you have been wondering why the PVP forums have begun to shriveled up and die. The main reason is the forum moderation got to the point, where everyone is just afraid or given up trying to respond to anything. Forums posts and new threads continuously get locked up, edited, or deleted it. I mean seriously. This game main audience is 18+ mature adults. I am pretty damn well sure that we can handle any "competitive" or "snarky" behavior, but the forum police patrols the hell out of it. Watch as this post of this portion of my post gets edited or deleted.
 
The game and the Carbine staff do not encourage PVP whatsoever. We warned and knew how PVP was a joke in early months of Wildstar launch. They just didn't listen. They wanted to wait it out to season 2. Well look where are now Carbine Studio. When they try to fix something, it's like they break 1000 other things: bugs, exploits, win-trades, and gear-gap plague the whole PVP population. The slow execution on the PVP-side of Wildstar led to downfall of the last PVP server in NA and EU. Plenty of threads and posts you can go through to see why this happened.  There is simply NOT a way to recover from this. I do agree from a PVP perspective that need to change their business model. NO way in this gaming world and community can Carbine recover from the backlash and scars they have delivered this past year for the PVP population.
 
If they do decide to shut down the PVP server, it would bring bad press. If they don't, new and returning players will wonder "where is everyone", "game is d33d?", "why isn't this F2P yet", so more bad press. Catch-22. 
 
1. I believed what they said was they are going to focused on the level 50 pbgs, and not the lower level stuff. What will change, not sure if it's in drop 5 (because not many people on PTR, big surprise) is that low levels can level faster through PVP.
 
4. So...Carbine is wanting to incentivize PVP through contracts and new PVP rune sets. Yep.  :unsure:
 
5. I have really only played Warplots like a couple of times since game launch because of the time constraints on friday or sometimes saturday evening warplots. It is has to be the most failed game design concept I have seen in my life. I remember when this was so hyped. 40-MAN RAIDS AND AND AND WARPLOTS!?!?! Selfish developers are unwilling to budge from 30v30. 
 
6 and 7. Business model change - just need to wait a few more weeks and see if they are going to do it. Due to the Wildstar box pulls and promoting box sells that just happened. 
 
The huge problem is that any feedbacks to improve PVP feels like it gets pushed aside for the PVE stuff. Have you watched the January PVP townhall discussion? The PVP community tried to ask and give suggestions to improve the state of PVP. But, it was just a bunch of wishy-washy "we are listening, and we are working on it". 
 
I will try drop 5 as my last attempt to stick with this game. From the PTR notes, there's not really much for PVPers. Umm..new rune sets? That's it!??!?!?  I think a year worth of believing that Wildstar can improve PVP is long enough.  -_-
 
 
 
 
 
 
 
 
 
 	
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You get to gank lowbies. Isn't that enough?
 
Aside from that what can you do on the PvP server you cannot do on the PvE server?
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1.  Incentivise Low Level PvP
It simply can't be enough for it to be there.  This is many players' FIRST take at the PvP in the game!  If they can't even get any queues to pop, especially when it takes little more than 30 minutes (or even less!) to create a character before they can start queuing for PvP, what kind of impression does that set?  That's a wall to content if I've ever seen one.  Many will argue that max-level content is all that matters, but not if the road to get there is a massive wall or one that paints a very bleak picture.  It can't be ignored, PERIOD.  It may be necessary to BOOST rewards of participating in PvP BEYOND what you'd normally attain through standard PvE play in the same timeframe.  My suggestion is make PvP more rewarding than solo and group questing, at least as rewarding as adventures, and perhaps even dungeons, including loot but ESPECIALLY in experience.
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lol the lowbie comment is silly.
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What about Single Pool queuing. All players regardless of faction will be placed into the same match making system, and selected by ELO and randomly(shuffled) distributed between 2 teams.
 
Probably one of the best changes you could make right now that would get PVP rolling significantly better.
It's a really simple change.	
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There's one issue I have with your suggestions, and I think you have  a lot of great ideas, some I don't agree with, some I do, but the biggest problem I have with suggestions like these (not attacking you personally, just in general)  is the lack of accounting for resources and time it would take to implement. And on top of that it all depends on how certain aspects of their code already is in place for these things. Lets just say as an example, it took 6 months (in reality probably longer) to implement all these changes, that means 6 months of no other content, no new; dungeon, raid, arena, battleground, zones ect. Limited fixes, or no other new features for that 6 months to get these in there, which might still not work. That's where people at Carbine and NCsoft and have to make game decisions, as well as business decisions, which is sometimes hard for us, as gamers to see. 
 
I think it's important for people like yourself, or anyone else that feels an aspect of the game they like is being unfairly resourced, to speak out, and have suggestions, that could improve their situation, but at the same time understand that it's a long time effort, it's about small incremental changes sometimes, than large immediate overhauls. 
 
Wanted to add @Xlugon Pyro that this is one of the more respectful suggestions threads, it's well written, has criticism without completing blasting the devs, or Carbine, so props to you. :D
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			Only see 2 suggestions (very obvious ones at that), and the rest I could care less about as a PvPer.Recently stopped queuing PvP for the most part though, personally, my opinion is that the PvP community in this game is just awful at this point... If you can even call them PvPers. The amount of people that spend every game saying "it's this map" (because apparently halls is rigged) or "it's because we're outgeared" (when they're not) or "it's because it's a premade" (when it's actually not) is just annoying as hell.Meanwhile, the Dominion side is carrying on with their new thing which seems to be spamming chat in an attempt to... who knows what, I guess boost their self-esteem for each kill they get.I can't even imagine ranked working at all  anymore at this point, it'd have to add some pretty neat costumes/mounts to get these players to do anything competitive. Working low level queues and ranked incentives are about all they can really add anymore, other than a leaderboard that really won't matter one bit right now.	
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Most if not all of these issues have had countless threads posted suggesting fixes and very little has been done in regards from the carbine staff to address these issues. I highly suggest you refer to the town hall we held with the carbine devs.
 
It will give you alot of insight as to how much they are "listening". 
 
 
It only took them 2 drops (6 months) to create a rally system that doesn't work and still favors pve gear in pvp.	
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1.  No XP locking, ever.  Twinks kill PvP. Never lock XP.
 
2.  Carbine should consider merging the <50 brackets into a basic, no extra amp / ability point, only RALLY to LEVEL 50 (including gear).   Essentially PvP could be played a player levels, without any long term benefits, until the player hits 50 in PvP.
 
3.  Warplots stay at 30.  Any less and we have Daggerstone Pass 2.0. aka the worst BG in the history of MMOs.
 
Everything else will be population.  People don't want to play games for PvP if they can't level entirely through PvP, and they won't play a game exclusively for PvP if it isn't easily accessible and competitive at end-game.	
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1.  No XP locking, ever.  Twinks kill PvP. Never lock XP.
 
2.  Carbine should consider merging the <50 brackets into a basic, no extra amp / ability point, only RALLY to LEVEL 50 (including gear).   Essentially PvP could be played a player levels, without any long term benefits, until the player hits 50 in PvP.
 
3.  Warplots stay at 30.  Any less and we have Daggerstone Pass 2.0. aka the worst BG in the history of MMOs.
 
Everything else will be population.  People don't want to play games for PvP if they can't level entirely through PvP, and they won't play a game exclusively for PvP if it isn't easily accessible and competitive at end-game.
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the 15 v 15 BG idea was the stupidiest thing I think they could have done adding another map in without a rotation.
It further breaks the matchmaking process.
 
Making the game single pool matchmaking however will be better no matter how big the population is.
It's something they really really need to work towards.
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We had a discussion about this during the same faction battleground testing earlier this week. Apparently the engineering time investment is so high that it isn't likely to happen. We were told this months ago and told it again. Seems games almost a decade old have the capability, but doesn't look like it will happen anytime soon in wildstar.
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Fran we've been calling bullshit for almost a year now. I've personally tried to reach out to the devs and have them sit with us in our teamspeak in private. We've offered to sign an NDA to assist in the direction of pvp. Little to no effort has been produced. 
 
 
We just get the same old responses:
 
End of season rewards were "being designed" before the first of the year and did you see what they created for us? 2 titles.....that's an embarrassing several months of work (or should i say lack thereof)
Gear Rallying for pve items were requested at the beginning of drop 3, we are now approaching drop 5 and we have a system that still favors pve gear.
We requested low level pvp to be a priority focus, and were met with a response of "all of our player base is already 50"
We stated that same faction battlegrounds would be a waste of engineering time, we requested that they just hold off and make the investment for mixed faction.
 
I could make a list that goes on for pages for things they are failing to "listen" to.
 
 
We have instructed carbine of our patience if they would just for once do things right the first time, but it seems they are incapable of doing such.	
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			It doesn't matter if they say its too hard. We need to pressure the issue.	
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