Showing posts with label wvw. Show all posts
Showing posts with label wvw. Show all posts

Devs on WvW, Dungeon Rewards, and Mobile App

Since my last red post round up there have been a couple more good posts in the forums that I thought I would quickly catch you up on. There is some good stuff about WvW, dungeon rewards, and the GW2 mobile app.


Habib Loew on WvW's respawn timer, siege despawns, and loot drops


Another, real picture of Habib Loew Gameplay Programmer
Firstly, Habib Loew and Matt Witter took to the forums to continue answering questions in the thread Mike Ferguson was answering questions in last week with regards to WvW. They have officially turned this WvW thread into a real Q&A session, and it is great. Lots of interesting stuff coming out of this thread. Here are some highlights starting with Habib Loew's comments,
We haven’t settled all the details yet but we’re working on a forced respawn timer. It’s a good thing that your allies can revive you but I think the game will be better off without corpse scouts, etc.
Basically what I think he is saying is that once you have been stomped, in WvW, there will be a timer to prevent you from immediately being rezzed and getting right back into the fight. This will be a nice change, as right now it tends to be the larger zerg will win, simply because they will be more likely to be able to rez their fallen allies. This should fix it so that tactics are more impacting, but I wonder how you will be able to see other peoples respawn timers and how that will change tactics. Will it be a debuff that you see when selecting a player? Will the enemy be able to see it? I suppose these are the details they still have to settle.
One thing I’d like to see, for example, is a visible indicator of how much time is left before the siege despawns. That will make it easier for everyone to know the state of the siege and it should help us eliminate some false positives from the bug reports (siege got destroyed/used when the reporting playing wasn't looking, etc.) which should, in turn, help us hone in on the specific bug that’s happening. And while we’re in there adding a timer we’ll also spend some time robustifying (it’s a word!) the system. There’s no timeline on these changes yet but we are working on it.
This would be a great change. I often do not really want to build siege on a tower or keep because I know it will just despawn after I leave because no one is using it, however, if there were a timer above every siege telling how long it had until it despawned people would just use the weapon as they pass to make sure the timer resets. I think this would be fair to those that built the defences in the first place.
I've been loot'n bags since my buddy
Liam's 4th birthday party
In the beginning players killed NPCs and found loot on the NPC corpses. That setup is nice because it makes sense (gruesome sense, but still sense). If you kill a dude where is his stuff? In his pockets of course (see also: The Hobbit). If the corpse decayed then a bag was left behind so players would have one last chance to pick it up (it doesn’t hurt that rendering a bag is cheaper than rendering a high-poly character model.
Then WvW was born and players started killing players. At first we left the loot on the corpses as before but then a thousand player voices rang out and said “WTF man? I can’t jump down off this wall to get my loot because there’s like a hojillion enemy guys down there waiting to plant me like a tulip bulb!” or “WTF man? I can’t get up on top of that wall to get my loot because the whole point of a castle is that people can’t do that stuff!” We heard those pleas and, after some internal arguments (er, design discussions) we decided that realism could go suck it because getting loot is awesome. 
So why did we put the bags at your feet rather than just dumping the items into your inventory? Part of the answer is that it was the smallest possible change that could work (programmers like stuff like that). We already had the bag spawning system so we could just reuse it. Another part of the answer is that picking up loot can be a bit like unwrapping a present and we didn’t want to ruin the unwrapping for everybody. Finally, if we just start putting loot into player inventory then we need to deal with a bunch of edge cases and at the time we had more pressing issues to work on. For example, when your inventory fills up items you receive go into inventory overflow and your character becomes encumbered. That makes you move really slowly and that didn’t seem like a nice thing to do to people in the middle of a fight. There were some others that I don’t recall off the top of my head, but suffice it to say there were some thorny design questions about the best way to handle it. 
We have tossed around some ideas for ways to improve the system but it’s relatively low priority so nobody is actively working on it right now.
A nice long post, but if it is too long and you didn't read it all then let me summarize for you. Basically, in WvW loot is placed in a bag at your feet because, a) a bag is easier to render than a player model, b) getting loot is awesome, so they put it at your feet as opposed to the enemies corpse so you could get your loot, c) putting the loot directly into someones bag has development issues around edge cases (ie what to do when bag is full) d) changing the system to anything else is low priority.

Personally, I do not really feel like the bags dropping at my feet is a huge issue. Yes, if there was infinite number of people working for Anet I would love to see a better system in place, but I would not waste someones time fixing something that really is not broke. Plus, I find it fun to go back to a battlefield and hunt down my loots and see what I got.


Matt Witter on siege projectiles, PvE meets WvW, "invader/defender" names, and way points


Matt Witter
Game Designer
That is where Habib Loew's Q/A ends, and Matt Witter's begins,
[Players destroying siege projectiles] is intended! We actually had issues in early testing because players were able to reflect trebuchet shots.
Cool, I didn't even know you could do that. I will have to make sure I use my Thief's Smoke Screen or my Elementalist's Swirling Winds next time I need to defend against siege. I could see a well coordinated team laying down abilities like this constantly to protect a wall or gate.
There are no plans currently [for having large PVE style events (think dragon taking over Stonemist) in WvW]. However, this is something that is not off the table for the future and is often day dreamed about. I’m sure everyone would love to see a large size event start and destroy something. as long as they didn't own it. 
The question we ask when building content is “can this be fun for all three teams involved?” This question is a large part of the design process, and often leads to changes or cancellation of content.
Perfect answer. Like really, who wouldn't want to see a dragon take over Stonemist Castle knowing that the other evil server is getting eaten alive by a dragon. Then, when you actually think about doing this and realize that hey maybe those people in Stonemist wouldn't be having fun getting eaten alive by a dragon that you notice that it isn't really a good idea, but we can dream!
Some of the reasons behind enemies appearing as ‘Server-name Invader’ where to avoid harassment issues, let other servers identify what server you are from, and to help establish server rivalry. The way your server name reads is something we would love to adjust, and I am hopeful that we will!
I think this is an excellent design decision. I am not really sure how the naming system could be adjusted to make it any better. I wouldn't really want to get PMs from people I have pwn'd telling me I hack and that they just reported me. That does not sound fun at all. That is, I like things exactly how they are.

For this next one I am also going to quote the question asked by the player to give you some context,
Q: They are only inactive when the defense quest is active, are you guys planning on disabling them slightly longer than the defense quest to allow attackers to keep the defenders from spawning there just as the defense quest lapses? 
For example under the current system I can count down on voip the defense quest and spawn in everyone right as it hits zero and before attackers can reflag the keep.
A: This is definitely a bug. I’ll see about leaving the rally points disabled for a few extra seconds after the event has completed. That way it just stays disabled if the event starts back up. 
After providing that quick answer and the forums going NUTS, Matt Witter then came back on the forums to add this in
Just to calm nerves I wanted to bring this up again. This is something that we would like to adjust, but doing so could remove one of the larger advantages of having the waypoint upgrade. With my mentioned adjustment it would also mean that one player would be able to lock down a location indefinitely. Changes to how this system works will need to be thoroughly designed and tested and as such will require time. I would not expect to see changes to how this works soon.
I agree that the system does need some fixes. I do not play enough WvW to fully understand the mechanics behind the way point system, but it seems, if I am reading the thread right, that when a keep is under attack the way point is disabled, but when the "defend the keep" event ends and before the next one starts the way point opens for a brief period of time allowing defenders into the keep. In my opinion, this seems like a good reward for having defended the attackers for a given period of time. It also prevents a single person from locking an entire server out of using the way point. I am not sure what the fix to this is. Personally, I do not see anything wrong with the current system, but again, I do not play WvW a lot nor do I play on a big WvW server to truly know if this is a problem.


Robert Hrouda on Dungeon Rewards


I think this is one of the more interesting posts a developer has made on the forums in the last while, which is why I will just quote the entire thing for you, than provide some summary afterwards. To give you some context he is responding to a question that asks if the new updates will prevent skipping of content in dungeons.
It’s one of those human things to do something with the path of least resistance and danger, especially when there is a reward at the end. I could make enemies never drop their aggro on players and force them to fight every single mob, but I don’t see that as a viable solution right now. 
I think the better solution is to look at why people are skipping things, and approach from a different angle. Trash mobs have too much HP, and can’t be counted on for lucrative drops from a Risk/Time vs Reward, so people interested in making money (most groups) aren't incentivized to do it, whereas the end chest/boss are more guaranteed and accountable returns on time and risk. I also think there is something to be said about interesting trash mob mechanics making them more enjoyable of a fight. 
I can’t make the rewards from trash mobs so lucrative though that people just farm the first couple trash mobs/boss in a dungeon and then rinse/repeat. We encountered this when people just farmed the first boss in an instance and then restarted it (earlier around launch time), and we had to adjust the content as a result. It’s a fine line you have to walk to encourage players to get to the end, but make the process of getting there rewarding enough as well. 
I don’t imagine this next update will resolve all the skipping behavior. The path of least resistance is engrained in people, and even if I do everything I could to incentivize people, there will still be those who skip stuff. I have been fixing exploits that will require players to complete more of the events in dungeons, but I am sure people will still skip what they can to get to their end goal.
Alright, so the TL:DR version is this. People are going to take the path of least resistance. Devs could be mean and prevent agro from dropping, but he realizes this is the mean option and not ideal. He acknowledges that there are other approaches such as adjusting fight length, and rewards. He also mentions the time vs reward thing that is always in the backs of our heads. Most importantly though he says that making trash mob fights actually interesting would address half the problem. There is a flip side to this though. If trash mobs are too easy to kill and provide to much of a reward people will just farm these mobs instead of playing the dungeon. Robert, assures us that this is being worked on, but says that we shouldn't expect this problem to go away over night.

My personal feelings are that ideally a group would finish all the content in a dungeon in order to get the full reward. My solution would be to implement a "grading" system for peoples dungeon runs. Count the number of mobs that the group defeated as a percentage of the total and count the number of events completed as a percentage of the total. Then assign the dungeon run a "grade" from A-F and make the final rewards payout on a scale based on your group grade. This could allow for people to speed run to get a quick C or D, but would also reward those that took the time to complete the entire dungeon in a longer period of time with and A or B. It would also prevent people from farming the lucrative individual encounters in a dungeon, although, I personally do not see this as being a problem.


Colin Johanson on the Smart Phone App


The stock photo returns, again!
Not much to say about this post since I do not personally own a smart phone and could care less about there being a smart phone app. I know some people are eagerly awaiting this and unfortunately Colin continues his job as the barer of bad news,
This project was delayed in favor of having the specific folks required to build it skill-set wise working on solidifying the core of the game. You'll hear more about our ecosystem in the future, but we're not actively working on this project, in favor of making sure the core game itself is as fun and rewarding as possible. 
Edited to add: We'll discuss what sort of projects we're doing instead in more detail in the blog post later this week, and even in more detail as the Jan/Feb/March releases get closer.
Personally, I think this is the right choice, but then again I am biased not having a smart phone. Some of the users in this thread showed some disappointment and I can't help but feel some agreement with this users comment,
This was one of the features I thought would put GW2 squarely in the “next-gen” category, with support for external channels right out of the box… very disappointing.
I wouldn't say, "very disappointing," but I do agree that this would be something that help set GW2 up as something "next-gen" and help it become more than the other MMOs that exist in the market.


Preview of Wintersday WvW Patch

On the forums Habib Loew has dropped some news about the future of WvW with respect to the patch on December 14th, Wintersday. He has mentioned four new things that will be coming into the game, and below I have summary of those changes, and my thoughts on them.

When a new build is ready on the Guild Wars 2 server you currently get 3 minutes, at best, of notice before you have to log out of the game, patch, and log back in. This could happen while you are at the gates of an enemy keep after you have dropped five golems! Never, fear, Anet has your back.
In order to allow WvW players to make good decions about siege placement, assault timing, etc. we’re adding a new build pre-announcement. This will be in the form of a message broadcast to all players some time before the current build expires.
Have you ever chased down a player and worked them down to a sliver of HP only to have them disappear denying you the kill? Well they were most likely closing their GW2 client before you could kill them. Well, no longer, Anet is here with a fix!
If someone that you’re fighting disconnects during combat (via Alt+F4, killing the client process, etc.) their character will be instantly killed, death penalties will be applied, and XP & loot will be handed out as usual.
Also, there is the situation with wall and gate repair. At present you simply need to use a single unit of supply on a wall or gate and it instantly repairs, dividing armies, and causing unnecessary back and forth. Well Arena Net has a fix for this too.
Destroyed walls and gates will now rebuild when they reach 10% health rather than on the very first repair. This means that when attackers down a wall or gate defenders won’t be able to instantly rebuild it.
Finally, there is a strange addition. I personally have never had a problem with "breaking out" from a totally occupied map, but it seems other are. I worry about the way this will be taking WvW. I want WvW to be a player driven environment, not one driven by NPCs. Anyway, read what Habib has to say,
We’ve added a new event type to WvW called Breakout events which trigger when one or more teams have been pushed completely out of a map. They’re designed both to help players break out of severly camped portal keeps and to provide assistance in establishing a foothold in each map.
I really do not know how I feel about this. I will just have to wait and try it out. There are some more details in the thread on the forums if you are interested. Overall, these seem like solid additions. I have personally been effected by the new build issue, the player disconnect exploit, and the instantly repaired walls. It is nice to see these things fixed. At the end of his post Habib leaves this little teaser,
These changes are just a small part of what the WvW team has been up to lately. As you may have already heard, we’re hard at work on some larger updates that we plan to deliver in February. We’re not quite ready to talk about the details yet but as February gets closer we’ll start to reveal more of our secrets.
Indeed! Can't wait to hear more. 

WvW Commanders, Communications, and Balance. Oh, my!

The current situation in WvW for my server,
Gate of Madness
For the last two weeks my server, Gates of Madness, has been destroyed by the competition. This changed last week with the new match ups. Now we are the ones that are dominating. Turns out, neither of these situations is fun. Today I will be discussing some of the changes I would personally like to see in WvW. There is a major problem in the Command and Control department which I think comes down to commanders and communications. There is also a balance issue, both are the server level and the class level. Not all is bad though. I will also discuss the good side of WvW and how that can be built upon for the utmost success. I know not everyone will agree with me and I am probably not right about everything. My server is not a huge WvW server by any means. With that said, these are my thoughts.

Commanders


The 100g icon
The current system for becoming a commander in WvW is to collect 100 gold, walk over to a vendor, and ask for a promotion. The main problem with this is that spending 100 gold does not, even remotely, correlate to a persons actual ability to lead. This shows in game. Many of the commanders on my server do not even speak in chat. They just run around in WvW with a train of people following their icon. The ones that do speak up often struggle with simple strategic and tactical choices. For a while we had a commander that would simply cuss and swear and tell people to party at the gate.

WvW Token
Immediately, I think all commanders should be refunded their 100 gold and have their commander title taken away (maybe give them an achievement or title as a thanks). After this a new system for distributing command needs to be established. Personally, I can think of three or four systems that would be superior to the current system. Firstly, they could replace the gold cost with a cost in WvW tokens (1000+ imo). This way the commanders would, at the least, have some substantial experience in WvW.

Secondly, Anet could look at making commander as an option for guilds to purchase through influence. It would have to be a fairly large amount of influence and only an option for large (say 100+ members) guilds. Again, this way there at least some assurances that the commander is competent and willing to lead in chat. Perhaps guild commander's squads could only be joined by other guild members.

Achievement
Point
Another option would be to have a rank system based off of the WvW achievements. In order to rank up you would need to complete the various WvW achievements. The person online with the highest score would be offered command, which of coarse they could turn down. With this system, the commander would be the person with the most experience currently in the world. This system could also cap the number of commanders to a fixed percentage of the players currently playing. Too many commanders in one place adds to the confusion.

A final idea would be pure democracy. Starting with a "nomination phase" people would select those they think should be commander. Next would be a "voting phase" where those present would vote for a commander. Finally, would be the "offer phase" where the player with the most votes is offered command. Again this system could limit the number of commanders to a fixed percentage of the current players on the server. There could also be a "fire the commander" option, where if enough players vote to dismiss a commander it becomes a public vote of confidence. If it fails, a new commander is selected.

All of the options and ideas I have suggested move towards ensuring commanders are competent and willing to lead. Not all are perfect, and some are better than others, but I do believe they all are superior to the current system. Bad commanders can ruin the game for a lot of other players. I have personally led a group on a borderlands server without the commander tag, only to have my plans ruined when a commander logged in. Players stopped joining my group and started following the commander, even though he was issuing no directives in the chat. Everyone was just following the icon. In another situation, on Eternal Borderlands, I have seen successful groups starved of players by bad commanders leading doomed missions, say to camp a spawn. Something needs to be done, and I think all my suggestions are a move in the correct direction.

Communications


Bad communications are not always
a result of bad equipment as Radar
used to prove on MASH.
Communications is another key area of WvW that I believe needs some work. There are some easy fixes as well as some ideal situations that I would imagine would take a lot of work to implement. I hope to go over what I think could work. The main goal would be to fix one thing, zerging. Personally, I do not know anyone that enjoys zerging for an extended period of time. Sure when you first arrive in WvW being part of a zerg can be great fun, but eventually it grows extremely tiring. Even the term zerg implies a mindless mass. Mindless play is not fun and should not be encouraged. The way to prevent this is to improve communications between players. Also, commanders need a clearer way of issuing directives.

A couple things that could make commanders lives easier would be a streamlined way of getting messages to players. The first thing would be to remove the "spam" filter for commanders and those being productive in chat. I have been leading a group before only to have the spam filter kick in preventing me from issuing commands. Another idea would be to give commanders their own public channel that only they can post to which shows up in the chat in a different colour. Sure we have squads, but that is not a public chat, and a lot of players do not know how to join squads. Also, the commanders messages often get lost in the confusion of chat. Something just highlighting the commanders statements would help in the heat of battle. An upgrade to this would be to have the commanders messages show up in a transparent text in the middle of the users screen. From my experiences in WvW it is clear that a lot of users do not read the chat box, and this can cripple attacks and sap the joy out of the game for those struggling to bring order to the mass. Force feeding people might be required as the default option.

What events might look like
on the WvW map.
The absolute ideal situation, in my personal opinion, would be to give commanders the ability to create events. For example, a commander would select a tower on their map and a drop down menu would appear. If they control the tower options would be given such as Rally Here, Defend, Upgrade; however, if it is not controlled options would be given such as Attack Gates, Attack Wall. Then these events would appear on the map for all to see as well as in the events pane in the player HUD. This system could be vastly more complex than this if desired, but simply options like these would help a great deal.

Balance


Balancing act for Anet, is like being
between a rock and a hard place.
Balance in WvW is a controversial issue. The way I see it there are two levels that WvW needs to be balanced at; the class level, and the server level. Not all is bad though and I actually think balance is the easiest thing to fix in WvW.

Starting with class balance. A lot of the gripes about class balance in WvW surround the thief and the mesmer. With respect to the thief it is their incredible burst DPS which can down someone before the thief even renders. Part of this is the rendering issues which are a result of the games culling decisions. Anet is actively working on this as evidenced in the last patch. Thieves can also stealth large groups of players, and golems, for extended periods of time. Mesmers on the other hand have their portals, which can move large numbers of players, and golems, quickly across the map. Players feel these abilities make the classes over powered in the context of WvW. I tend to disagree as I think most classes have abilities that rapidly scale up in WvW (Warrior banners, Elementalist AoEs, Guardian bubbles, etc), but a lot of the effects are under noticed and under used. I think a lot of this could be fixed with an educational campaign on ArenaNet's part, or perhaps simply making these abilities larger than life in WvW.

On the other hand, with respect to server balance, things are a little bit more tricky. It is hard to tell, but a lot of people feel the main source of the problem is that it is currently free to switch servers once a week. What has happened and continues to happen is large numbers of players move to the winning servers for a given week to finish monthly achievements, jumping puzzles, and world exploration. There are two ways to fix this. One would be to remove the free server transfer, and the other would be to move the PvE stuff out of WvW. This means no monthly achievements for WvW, and world exploration inside WvW would no longer count. The jumping puzzle would than have to be made accessible from outside WvW, but could retain its PvP elements. Either of these, or both, would allow the server scoring system a chance to create the most fair matches possible.

Quick mock up of how linking maps going improve flow.
Another option to help server balance would be to add flow to the maps. Lately I have been toying around with the idea of linking the maps together so that front lines would be created. What I am suggesting is that on each of the borderland maps instead of their being a supply camp and two spawn points at the bottom of the map, there should be a single keep. Inside this keep would be an Asura gate which would be linked to a matching gate in one of the keeps in Eternal Battlegrounds (EB). With this setup in order to attack a server's Borderland, your server would first have to gain control of their keep in EB. And in order to repel invaders from your server's borderland you would have to capture the southern keep and push them back out into EB. Both keeps could be controlled separately from each other. The Asura gates could be inside courtyards in the keeps which would have to be broken out of in order to take the keep on the other side of the gate.

Adding the above changes would have a prominent effect of creating front lines of sorts as opposed to the chaos that currently exists. It would be much more obvious to players where the action is. It would also put added pressure on the winning server. If they controlled one of the other servers keeps in EB they would face the full brunt of both servers. A failing I see in this plan would be that the limited number of maps for players to enter. Currently, it is already difficult to get on to the popular maps during peak times. The above system would only add to that burden. Even so, I think it is a step in the right direction and worth mentioning.

The Good Stuff


Somethings in WvW deserve praise.
Now, not everything is bad in WvW. There are a lot of great aspects to it as well. Firstly, there are tasks that individuals can do, ie scouting, assassinating, harassing supply, and there are things that require small groups, ie camps and towers, and finally, tasks that require a large group, keeps, and castles. This variety tends to ensure that anyone can enter and find something they can take on. This is great and something I would build on top of. Create more roles and tasks for individuals to take on, and give them the tools and abilities to do them. For example, give rangers and thieves the ability to mark targets on the mini map for all to see, thus helping the scouting role.

Another great thing about WvW is the distinct advantage that the defenders have. I have played games with attackers and defenders before where the defenders were on the same footing as the attackers. For starters most people do not want to defend, and defenders are always out numbered by attackers. Secondly, it makes sense that the defenders have the advantage. They got to the battle first, and have had time to prepare, that is why they are the defenders. Now, the attackers should have options and tactics they can employ to level the playing field, but the fact of the matter is the defenders should always start with an advantage. I would like to see this improved upon with say, suggested locations for build siege marked on walls. Also, siege weapons should stay indefinitely and not disappear when they are not being used.

Next, team work is most definitely needed. This on its own is a great thing. It makes winning that much more fun, but it also makes loosing kinda fun as well. It creates a sense of community that I feel GW2 is lacking. Now, as I have mentioned above new tools are needed to help enable this team work, but at the fundamental core there is something unique and special about World PvP in Guild Wars 2, and I feel it is the teamwork.

A epic siege of Stone Mist Castle.
Siege weapons are awesome. The best thing about siege weapons is that they multiply intelligence. That is, a smart group of players can use siege weapons to hold off much larger groups of players. Siege can also be used to level the battlefield against defenders. Smart positioning of siege, and more importantly smart use of it can absolutely dominate. For example, my server had just finished mopping up our borderland and we planned out next invasion of a neighbouring borderland. Once over on the other side we built 2 golems with our supply from our borderland, and moved them directly to the gates of the enemies garrison keep. We took the keep in about 7-8 minutes without anyone defending it, simply because we had a plan, and the right siege of the job. Since this was the first objective we secured upon entering the map there was no way for the enemy to predict this stealth attack. ArenaNet should continue working on ensuring that players have options to consider and tactics to use in every situation.

Conclusions


WvW is far from the lost cause some players see it as. In fact I think it is still an awesome way to spend your time in GW2. There are a number of things that need fixes and tweaks and we know these things are coming. In fact as I was writing this post a developer posted a preview of the changes coming in the Wintersday patch. Those changes forced me to re-write a part of this article, thus the late publication. I will be posting about these changes shortly after I publish this article.

We have also heard that there will be massive changes coming in the January and February patches. Although, we do not know the details, I trust ArenaNet to listen to the community and work on the problems that concern them, all the while, bringing out new content. The suggestions I have made hear are by no means the be all and end all. They are just ideas that I have had in my head for a while. I think they would improve the game, but I also can not see down the path ArenaNet has already laid out for itself. Personally, I have seen enough good in the format to believe they will get it right.

WvW: New Culling Trial

Seems Anet slipped this one past me. Last night when the new match ups went live the following was posted as a sticky in the WvW subforum of the Guild Wars 2 Official forums. I have just now stumbled across it.
For the matchup starting on December 7th we’ll be testing out a new culling methodology. This is an interim change to the system which is intended improve player experience while we work on a more comprehensive solution. Under this new, interim system we handle culling of allies and enemies separately which should cut down on the instances of running into a group of completely invisible enemies. This is accomplished at the cost of having a lower maximum on the number of allies that players can see.
Again, this is an interim solution while we work on a longer term change. We’ll be trying out the new system for the duration of the matchup starting on December 7th and then evaluating whether we want to keep it in place until our more comprehensive solution is in place or roll back to the existing behavior. Toward that end we’re very interested in your feedback about the experience of playing with the interim system. (Habib Loew - Guild Wars 2 Forums)
This has been a problem for quite a while and it is nice to see it finally being addressed. I would have liked to see this announcement in a more prominent position on the main site though. Sneaking this kind of thing into the forums is just cheeky. Mr. Loew continues with this followup:
All players are eligible for boons, etc. because those are calculated on the server. You’re correct that allies who are culled will remain culled until a “slot” opens up for them. That happens when the culled ally is closer to you than the currently shown ally for some small period of time.
The main difference between this and the current system is that the current system treats all characters the same while the new system has one limit for allies and another for enemies. In the new system enemies cannot impact which allies are shown and allies cannot impact which enemies are shown. (Habib Loew - Guild Wars 2 Forums)
And, 
Players in your party are always reported to you and are never culled. Guilds are not favored in the current system. (Habib Loew - Guild Wars 2 Forums)
Be sure to report your personal experiences back to the Anet people. Feedback is valuable and I am sure they would appreciate yours. I haven't noticed a difference yet, but I will watching for this now to see if there is a difference.

WvW Week 50

The WvW match ups for week 49 are complete and the results have been posted. Be sure to check out Millenium for the full details and charts. I have the results from the previous week below.
Week 49 WvW results from mos.millenium.org

And with that said, the new match ups are up, and people are already in battling for control of the borderlands and Stonemist Castle. 

Week 50 match ups from mos.millenium.org

It is exciting times on my server, Gate of Madness. Anvil Rock has moved up a tier and Henge of Denravi has moved down. This new match up, thus far, seems to be fairly balanced. The last few weeks we have been steam rolled by Borlis Pass, and then Anvil Rock. Now it is our turn to do the steam rolling.

WvW Match up on my server, so far.
This is how I feel every week though. Hopefully, GoM will rally together and get it done this week. It is so frustrating because I know we can win. There are a lot of good players on our server. We just need to rally behind our commanders (Saria Fireweaver, I am talking about you) and just get her done.