KaneLife wrote: ↑Wed May 27, 2020 5:24 pm
The general consensus I believe is that people are feeling frustrated over pushing the campaign during their playing hours and missing city and feeling left out of playing the end game content and unrewarded for the effort they put into the campaign and that people are reaping the rewards of others by just city logging and gaining the maximum reward for the least amount effort I would suggest a swing in the balance is in order
It already exists in other aspects of the game e.g i have 1 hour to play lets go where the action is, Black Crag for example, lets say i get 20 kills then have to log off and i log in the next day i will still get rewarded for my contribution i had on this zone, so why dont we just apply this aspect/thesis to the overall campaign.
Obviously numbers and aspect of my idea can be fleshed out by people a lot smarter then me but the thesis of the idea is removing the massive gain for city loggers and rewarding those who put effort into the campaign who wont be able to participate in city.
Perhaps the guaranteed rewards for each stage in city being removed or reduced and have people who reached certain contribution thresholds gain guaranteed royals lets say i reached 75% top contribution of my realm during the campaign before city happened id get 3 royals - and have the city fight be what it is now with bag rolling or if thats too egregious reducing the amount of guaranteed rewards for each stage significantly or keeping city how it is and still reward those who participate in the campaign and increase the cost of the gear
tldr - city logging shouldn't give you the absolute maximum amount of end game currency for minimum / no effort - while rewarding those who was able to participate in campaign but not able to be available for city.
I actually happened to think of something very similar.
My idea was that your zone lock contributions could get added onto a stack, and then the next time you do a city it'd get consumed and you'd get some bonus crests based on that stack. Something along the lines of Karl Franz/Tzcharnek(or whatever his name his) recognizes your awesome contribution to the realm's war effort and has awarded you an additional share of the spoils. My thought was that it'd get used whether you win or lose, but that you'd get more for your stack on a win. This incentivizes coming to city prepared so that you get the most out of your contribution. Although it could also only be redeemable on a win for the same reason.
The nice thing about this system is that it still forces you to do the city content to get the gear, but enables you to progress towards that by contributing to the campaign even if that particular city push you helped happen occurs after you have to log. Unless your play times are VERY sparse, at some point a city push will happen that overlaps with your normal play time and allows you to redeem this reward.
To keep the overall rate of attaining the gear the same, I would say that with these additional rewards the cost of Warlord/Sov should be increased. This would make contributing to the campaign to get your contribution bonus a more effective way of progressing, and make city logging less effective to disincentize this behaviour.
You could even award a significant contribution bonus for successful fort defences, have the contribution reset the next time you enter RvR on the opposite realm, and make this stack only redeemable on a city attack. This would disincentize throwing/cross realming and promote that #RealmPride
What the numbers look like to make this work I don't know. As we learned with the 4 invader fiasco these things are hard to balance and can have a significant effect on player behaviour that can be hard to predict beforehand. But what I'm essentially proposing is reshuffling the way your efforts in the campaign lead to attaining rewards from city pushes to disincentivize city logging + throwing and reduce the level of city FOMO