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It's kind of already stated in the title, but I'd like to propose a bit more detail before the community gets their fair share of: 'NO.' or 'YES.'
What I'm proposing is that WvW needs more Waypoints. What I'm not proposing is that all of the Waypoints are unlocked without a degree of incentive or 'challenge'.
The simple fact of the matter for a lot of 'average players' is that we walk into WvW, do a couple of team-fights, capture a camp, finish some dailies and disappear to other parts of the game. I'd love to have more of a reason to actually stay in the mode because I think the general foundation of WvW is actually quite impressive, but its potential isn't being utilised effectively. To explain my formula of 'thinking' for WvW: I log in > I do my activities > We lose a team fight > I log out and do other things because running back is 90% of WvW if you're on an outnumbered server, or your team is generally horrendous.
So, why not mitigate the fact that people like me hate spending 90% of their time running around a zone, literally doing nothing, with the chance of surviving long enough to POTENTIALLY do something useful? What if there's another way to actually help other areas of the mode?
And here it is: 'Put Waypoints in every Keep/Tower, but they only unlock at T2/T3 upgrades. If the Keep/Tower is contested, they deactivate until the siege has been repelled.'
This provides an incentive to capture Keeps and Towers because you're not only gaining more places to quickly respawn at, you're also denying the other team a chance to quickly counter you in other areas. It makes supply caravans more worthwhile, as they're the tools that we'll use to upgrade the Keeps/Towers to forge these Waypoint links. Therefore, Camps become essential to provide the supply caravans, to begin with.
All of it trickles down, and for the benefit of convenience, it actually breathes life and incentives into the wider aspects of WvW. This also benefits people who love team-fights, because they'll happen more often if two teams own Keeps/Towers that are opposite or adjacent to each other, instead of having to run back for 5 minutes to the other side of the map. Honestly, for the benefit of this convenience, I think a large number of players would see an opportunity in playing WvW, even if it's something this minor that flips the balance.
Whilst I'm not expecting this to fix all of the issues, as it's only one fix, I think it's something that could work. I understand that the 'running back' concept could be deemed a sort of 'punishment' for defeat, but it just kills interest for the average player when there's nothing to reinforce the victories that you've had on the lead up to defeat. Looking at a green, red or blue icon that shows that you've captured something is great, but it loses impact unless it actually does something useful.
After a long spell of capturing locations, an average player can look at the map and see a string of Waypoints and be like: 'Mhm, I did something useful for everyone else today. I'll do this again tomorrow because I actually have a use outside of the team-fights!'
It makes small-group roaming more useful, as with multiple avenues for Keeps/Towers to be taken, the Commander Groups might become smaller. Instead of one, huge blob, you might have three, smaller blobs. With smaller blobs to follow, comes the greater risk of being out-roamed by the exceptionally talented roamers, meaning that their role also increases in value as they can delay the capture of a Keep/Tower long enough for another blob to arrive to reinforce it. Thus, it could potentially create instances of actual sieges. Obviously, this last point is hypothetical, but on the rare chance, it could happen.
So these are my ideas, and it all stems from a simple concept: 'Put Waypoints in every Keep/Tower, but they only unlock at T2/T3 upgrades. If the Keep/Tower is contested, they deactivate until the siege has been repelled.'
Community, say your piece on the matter! DON'T BE TOO MEAN!