WvW War Score Beta 2 Updates
MechanicsComments
We saw a similar pivot toward active scoring during the 2017 overhaul. The issue was that it incentivized ping-ponging the same low-tier objective to farm points, which didn't actually move the front line.
That ping-ponging point is so interesting... if the beta data shows a spike in low-tier captures without an increase in core city flips, the OP's point about shifting idleness becomes much more likely...
It is not just about the score. If the reward for sieging is too high, you will see players ignoring the defense of a flank just to chase a few more points on a siege engine.
This reminds me of how some older MMOs transitioned to contribution-based loot to encourage group coordination. If the balance is correct, it could make smaller squads feel more impactful during massive fights.
This shift coincides with the broader industry move toward frictionless progression. If the score thresholds for rewards remain low, we are simply replacing passive idling with mindless activity.
Does the beta documentation specify if there is a diminishing return on repeated captures of the same objective? That would be the primary mechanism to prevent the mindless activity loop you mentioned.