Realms farming bags / feedback
Posted: Fri Aug 17, 2018 12:06 pm
i've playing a lot since my return from holidays during eu morning and i have to say i had saw a very bad behaviour from the population. Due how the loot bags rules had been changed it became a lot more exploitable recive bags , even iF you''re suppose to notget contribution for bags at all
yes the loot system should reward the individul "contribution" towards the zone lock but this is getting pretty much not existing when 1 side roll stomp the other with mere numbers.
N.B: i know if 1 side dont def and you dont get kills you wont get rewards , the problem is that there are always some ppl trying their best for defend, but this also make outnumbering side basically get the min conditions to recive bags; the only way you are not get any bags is if you zone swap and go into a total empty zone and take the keep and lock it subsequentialy.
i think this min conditon to recive bags are not anymore sufficent to restrain ppl to just 1 side grind keep.
we alredy saw something like this when in t2 keep started to give currency; ppl were farming them like crazy 1 side at time and basically there was no enemy to defend (happened on both sides as is ahppening now).
Yes atm both side get rewards but some ppl are having the ez way fun rollstomping 1 side at the price the other is tediusly get kicked to be the inferior number.
this sich (FOR BOTH SIDES) is not fun which is the main problem; even if the loosing side may get some rewards the outnumbering side is having it too easy, and the smaller side is having it tediusly, it's just way to easy.
i propose to remove bags from the lockign side (dosent matter the contribution) based on a fix coefficent:
- when ratio of population is 3-1
i also propose in addition to help the outnumbered side:
- to allow one side when there is aao 100% to be able to rank keep with just 1 flag at time (in a way that hold one count as to hold 2, basically creating a virtual 5th flag which work only for the underdog; if it hold 2 flags it count as 3 and so on, but it still have to hold one so no auto.)
the bigger side atm have too many advatange, because even if he spread and the fight is more equals on all onjective the outnumbered side cant spread and hold 2 flags. Yes it depend numbers from number in fact i said 100% + aao.
these 2 things should allow a less tedious interaction for the outnumbered side.
ratio x both:
-working for hold objective at your max possibility should be rewarded even if is just 1 because that's the only thing you can do
-when you just wave the enemy offer no def chance you should not be rewarded as you made no real effort.
p.s. supply also need a rework, atm the one benefith the most is the outnumbering realm which can get a lot more potentially due zerg than underdog. Is higly suggested to:
A-make the supply drop only from the side outnumbering the other
B-make supply effect not fade away as currently (aka , no de-rank from 1 star onto another one)
C-lower the ammount supply provide to keep ranking about 30%
yes the loot system should reward the individul "contribution" towards the zone lock but this is getting pretty much not existing when 1 side roll stomp the other with mere numbers.
N.B: i know if 1 side dont def and you dont get kills you wont get rewards , the problem is that there are always some ppl trying their best for defend, but this also make outnumbering side basically get the min conditions to recive bags; the only way you are not get any bags is if you zone swap and go into a total empty zone and take the keep and lock it subsequentialy.
i think this min conditon to recive bags are not anymore sufficent to restrain ppl to just 1 side grind keep.
we alredy saw something like this when in t2 keep started to give currency; ppl were farming them like crazy 1 side at time and basically there was no enemy to defend (happened on both sides as is ahppening now).
Yes atm both side get rewards but some ppl are having the ez way fun rollstomping 1 side at the price the other is tediusly get kicked to be the inferior number.
this sich (FOR BOTH SIDES) is not fun which is the main problem; even if the loosing side may get some rewards the outnumbering side is having it too easy, and the smaller side is having it tediusly, it's just way to easy.
i propose to remove bags from the lockign side (dosent matter the contribution) based on a fix coefficent:
- when ratio of population is 3-1
i also propose in addition to help the outnumbered side:
- to allow one side when there is aao 100% to be able to rank keep with just 1 flag at time (in a way that hold one count as to hold 2, basically creating a virtual 5th flag which work only for the underdog; if it hold 2 flags it count as 3 and so on, but it still have to hold one so no auto.)
the bigger side atm have too many advatange, because even if he spread and the fight is more equals on all onjective the outnumbered side cant spread and hold 2 flags. Yes it depend numbers from number in fact i said 100% + aao.
these 2 things should allow a less tedious interaction for the outnumbered side.
ratio x both:
-working for hold objective at your max possibility should be rewarded even if is just 1 because that's the only thing you can do
-when you just wave the enemy offer no def chance you should not be rewarded as you made no real effort.
p.s. supply also need a rework, atm the one benefith the most is the outnumbering realm which can get a lot more potentially due zerg than underdog. Is higly suggested to:
A-make the supply drop only from the side outnumbering the other
B-make supply effect not fade away as currently (aka , no de-rank from 1 star onto another one)
C-lower the ammount supply provide to keep ranking about 30%