I'll preface this by saying I don't think this is the absolute best solution and I haven't completely thought it through but I would like other people's thoughts and feedback on it. I wouldn't be surprised if someone has suggested a similar idea before Also, any numbers used are just a place holder. I'll refine the idea as I get feedback.
I think there needs to be more risk/reward in WvW but implemented in such a way that the player feels fully in control of that risk. I wouldn't change anything currently in place just add a new mechanic and currency. We'll call the currency "Victory Trophies" (VT for short) and they will be account bound and stored in your wallet. To earn these all you have to do is defeat other players. These can be "cashed in" for valuable items from a vendor (idk what yet, crafting supply bags? Unidentified gear? Ecto?). The difference between this currency and the others is when you die you lose 1/3 of the trophies you have rounded down. I just chose a random portion to lose but I think 1/3 sounds fair. That way you really want to avoid dying but you are not at a complete loss of your work if you do.
Earning VT and its impact.
The only way to earn trophies will be by defeating other players and a bonus at the end of the week but that wont make objectives irrelevant. Taking an objective will grant you a temporary multiplier. You only earn this bonus when you contribute to taking an objective. When the objective is lost, you lose that multiplier. For instance:
Upon defeating a player you will gain a flat amount of VT, we'll say 1. You will also gain VT based on a portion of how much VT that player had. We'll say 10% rounded up with a minimum of 1 VT gained from them then we'll apply the multipliers also rounded up. So the absolute minimum you can get from a kill is 2 VT. As an example lets say you flip a sentry. You now have 5% multiplier. You kill an enemy who has 100 VT. You get (1 + (100 * 0.1)) + ((1 + (100 * 0.1)) * 0.05) = 12 VT gained.
When the week ends you'll earn bonus VT based on where your server placed based on war score. To earn this bonus you'll have to reach a certain amount of participation but it'll have to be a rather easy to hit to bar. If you placed 1st everyone will earn 15% of their war score, 2nd 10%, and 3rd 5%. Everyone get something as long as they participated but the more you participate and the better you do the more you earn.
You will also earn less VT the more players in your group. Lets say 0.2% less per person. Not a ton less, but less. There is safety in numbers and that safety will come with its drawbacks. That means you will earn a whole 10% less in a full squad of 50. Chances are though you will still average more than a roamer because you'll have a higher multiplier from objective flipping.
What about support players?
This is a hard one. I don't really have a good solution at this time.
When you buy from the vendor the higher VT priced item you buy the more value you get. It would look something like:
You can cash out at almost any time and be happy with your reward. You could choose to risk your VT and save up for a bigger pay off though. The more you risk the more you will earn but the more you risk to lose. It might be a good idea to have a short cooldown on cashing out, say 10 minutes. That way players will be made to risk at least a little bit instead of just cashing out after every single kill.
Would this make current things like reward tracks and loot bags pointless?
Not really, you would still earn those rewards too. Those rewards would guarantee everyone earns something from WvW. This would just add a means for WvW players to make a comparable profit to PvE players. Maybe even a bigger profit if you're good.
What is this all suppose to add to the game mode?
Risk and reward.
There is actually individually impactful consequences for dying. The key is though that you will feel in control of your loss, and the loss is minimal.
Add monetary value.
A feasible money making method tied into the mechanics of the mode.
It's one of the major points of the game after all.
All this being said there are still a lot of issues with this idea. It will create more tension in the game mode which everyone may not be behind but I think it could really use it. Alright, tear the idea apart
Edits and Updates
1. I'm seeing suggestions that this would demote combat. It really depends on how you look at it. If you don't participate in combat you won't get rewarded. It's a gamble but not entirely based on chance because you know your own skill and can choose your encounters and how much you're risking. If you don't feel like risking your bonus reward then just cash in every chance you get. Could even have an item that allows you to do that on the go so you don't have to interrupt what you're doing. Participating would essentially be optional but it would be more profitable to participate because worst case you die don't earn that extra profit.
D/D core thief cause I hate myself.
Are You Proud Yet [DAD] is best guild.