Population
The first and most mentioned point I've seen a lot of people bring up is the population, for now I think it's fine. Server launch is expected to have heightened numbers, that's fine. A drop off following Season of Discovery's launch is expected, that's fine. However, I fear the server is also struggling to gain players, very little promotion went into the server, it was somewhat mentioned in passing and is hidden away in the corner that people need to go out of their way to join and interact with.
World PvP
What's the main difference between a PvP server and a PvE server? One thing, always active PvP flags. So why is half the player base just spamming battlegrounds? World PvP needs to be incentivised without destroying battlegrounds entirely. Perhaps significantly reducing the honour gains while in a battleground unless it's your first visit of the day or during "battleground day"?
There is a bounty board system already added!
- Why not make it more active by reducing the requirements for someone to get a bounty placed on them?
- Let more people at any time have a bounty.
- Give better rewards for completing a bounty.
We now have glaring one issue, if world PvP becomes the main gameplay for people looking to get rewards and honour what about ganking? While it should be an accepted fact that ganking is a part of the game I think your reasons to do it should be heavily limited outside of personal spite.
- Reduce the level brackets for earning honour (A level 46 should not get honour for killing a level 37).
- Get significantly reduced honour (potentially only 10/5% of the initial value) if an NPC did X% of damage to a player or is aggroed to a player before you kill them.
- Have the previously mentioned bounty increase significantly faster when killing players lower level than you.
- Get significantly reduced honour when doing damage to a player with multiple players attacking them but not attacking multiple players yourself (reducing the incentive for 3v1 scenarios).
- Potentially even getting dishonourable kills for killing people a certain level below you (If you don't then do damage to someone who would give an honourable kill within a few minutes to prevent any reverse griefing).
Additional PvP content
TWoW has always been a PvE first server however this mentality needs to be adjusted if running a PvP server, more custom PvP content needs to be produced.
- New open world and instanced content.
- New battlegrounds.
- New places like the Gurubashi arena with loot to fight over on a fixed timer.
- New PvP reputations.
- Meaningful contested open world objectives (i.e. SoD's battle for Ashenvale, the towers found in Plaguelands, the sand in Silithus, Halaa from BC).
The Fresh Server Experience
Finally I want to touch on the fresh server experience, I think I as well as many others are disappointed by the fresh server experience, it already feels fully progressed as a lot of very good gear is already available and the only locked content is AQ and Naxx, both being PvE instanced content. I don't know how you'd fix this retroactively but I think Tel'Abim would've been a lot more interesting if there was a lack of Battlegrounds, Tier 2 gear was unavailable and some kind of brand new PvP content was launched alongside the server. As it stands there is very little incentive especially with the current state of the server to play on Tel'Abim over the main Turtle WoW server in my opinion.
Thank you for taking the time to read through my post, I'm by no means a developer and have no idea on how absurd my suggestions be from a developer perspective but I'd appreciate the consideration of at least some of these suggestions as well as any additional comments from others.