AAA Devs on Stop Killing Games
Are There Games That Comply?
game
(Disclaimer: Stop Killing Games does not intend and can't apply retroactively. These are examples to prove the point of feasibility.)

Gaming, Game Dev, Theorycrafting, Philosophy and Magic combined in one place.
It's been a long time, but I finally found the motivation and time to work down my list. Last time we looked at the true camp value based on the actual points camps produce in the Guild Wars 2's World versus World game mode. You can read up and refresh your knowledge over here. One of the follow-up topics I wanted to go over is the balance aspect, specifically whether or not one team's camps provide a significant advantage over the others.
Answering this requires three equally strong teams. Environmental advantages are hard to quantify. Thus, to reduce complexity, we will assume that landscape plays no role. Under these circumstances, the teams will own structures by distance primarily. The resulting structure ownership will look like this:
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Ill. 1: Guild Wars 2 World vs World Theoretical Objective Ownership in an equal match by GreenyNeko (Some graphical elements by ArenaNet) |
Notice that the map's owner typically conquers the bordering keeps due to increased priority. Now, we can calculate each camp's true value using our dataset. For this, we consider objects connecting to camps and their color. Applying the dataset yields the following result:
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Ill. 2: Guild Wars 2 World vs World Dolyak Points Per 5 Minutes by GreenyNeko |
We analyze the balance by summing each team's points from our setup. Shared objects yield a percentage of their points to each relevant team. We will use the unbuffed walking speed values because the speed multipliers become irrelevant and for consistency. The result is:
Team | Total Points | Desert | Green | Blue | Eternal |
Green | 35.332 | 2.975 | 10.79 | 4.075 | 17.383 |
Blue | 38.355 | 2.94 | 3.575 | 10.79 | 21.05 |
Red | 41.567 | 13.507 | 4.075 | 3.575 | 20.41 |
The post is now up to date with the 9th November patch! There's a comparison with the old system at the end.
With Elona neither being green nor dominating any matches, I couldn't finish the World versus World
(WvW) Dolyak research yet. However, I noticed an inaccuracy in Guild Wars 2 wiki's minimum WvW reward track time.
Screenshot of the World vs World Reward Track Tab from Guild Wars 2 by GreenyNeko |
Players find the reward tracks in their tab in the WvW window. By playing WvW, they gain participation, determining how much reward track progress they get every 5-minute match tick. This table shows the progress given the variables.[2]
Map | Tier 0 | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
Core WvW Maps | 0 | 25 | 60 | 95 | 125 | 160 | 195 |
Edge of the Mists | 0 | 19 | 46 | 76 | 90 | 120 | 146 |
The following buffs further increase these:[2]
Buff | Bonus |
Guild Enhancement: World Reward Track | 3-10% |
Experience Booster | 50% |
Black Lion Boost | 25% |
Festival Gobbler Boost | 25% |
Celebration Bonus | 10% |
WvW Reward Track Enrichment | 5% |
Call of War | 25% |
The buffs sum up to 1.0+0.1+0.5+0.25+0.25+0.1+0.05+0.25=1.5 or 150%. Given that reward tracks need 20000 points, the wiki's supposed minimum estimate is 20000/(195*(1.0+1.25))*5=228 minutes or 3h 50m.[2]
But there are two more sources of reward track progress: Dailies and the skirmish reward track. Since a day has 24 hours and ticks happen every five minutes, we get (24*60)/5=288 ticks. Add that dailies awards players 3*250=750 progress[1] we gain 750/288=2.60 per tick.
The skirmish reward track gives players one to seven 25 point-rewarding-Instant Reward Track Progress. The amount and frequency depend on the player's skirmish track progress. More on it over at Guild Wars 2: Time Consumption of WvW Pips.[1]
With all the variables, I leave the selection to the reader, allowing them to choose the calculation and result of their interest.
[1] Guild Wars 2
[2] https://wiki.guildwars2.com/wiki/WvW_Reward_Track
[3] https://en-forum.guildwars2.com/topic/104411-game-update-notes-november-9-2021/