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Possible change on the X-Realm lock mechanism

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Grock
Posts: 918

Re: Possible change on the X-Realm lock mechanism

Post#41 » Thu Mar 04, 2021 5:43 pm

Why stop at lockouts, lets just remove the ability to play both factions at all, lets go full realmpride, what could go wrong?

After all the faction pop is only like 45/55%, that's tiny difference, right? Right?
Orkni 85+ (in-game Grock is not me...)
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emiliorv
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Posts: 1295

Re: Possible change on the X-Realm lock mechanism

Post#42 » Thu Mar 04, 2021 6:02 pm

the problem is the reward system and campaign mechanics ... right now:
-balanced population (50%/50%): bring the best rvr fun but stop progression => campaign enter in stalemate and no forts/city.
-unbalanced population (45/55--or worse): bring campaign progression (forts+city) but is no fun for both sides => underdog is rolfstomped and overpopulated is zergy and also have less access to fort/city...

Until something change in this sistem ppl will keep xrealming to make campaign progress (and also get the rewards)....

on a side note: everyone talks about lockouts and punish ppl who wanna change faction....why not give benefits for "realm pride" => any kind of reward for stick playing in same faction...

Madmagnus
Posts: 17

Re: Possible change on the X-Realm lock mechanism

Post#43 » Thu Mar 04, 2021 6:16 pm

Grock wrote: Thu Mar 04, 2021 5:43 pm Why stop at lockouts, lets just remove the ability to play both factions at all, lets go full realmpride, what could go wrong?

After all the faction pop is only like 45/55%, that's tiny difference, right? Right?
people will just make 2nd accounts since its free so unless devs will get to down to IP delineating there are work arounds.
its about providing a slight deterrent to catch 80-90% of the problem without busting anyone 'fun'

if the hard lockout is 20-25 minutes that isn't that long but enough for a single zone to cap. So someone cant aide one one side or the other in Thunder Mountain then immediate swap sides for say Chaos Wastes or Reikland to deter a fort push.

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Grock
Posts: 918

Re: Possible change on the X-Realm lock mechanism

Post#44 » Thu Mar 04, 2021 6:26 pm

Its already IP based not account based.

"Slight deterrent" like that will just lead to more people logging off or afking in the wake of upcoming fort/cities in order to have the option to choose a side, which will just reduce the activity. Did we not have two years of fortlogging and citylogging?

The issue lies in the system's design, trying to put the blme on the players is wrong and only shows lack of understanding of how games work

Putting up artificial barriers will not solve the problem but instead will just exacerbate it, people would still find a way to get around them, but it will also lead to even more faction disbalance with more people choosing the dominant side.
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Madmagnus
Posts: 17

Re: Possible change on the X-Realm lock mechanism

Post#45 » Thu Mar 04, 2021 7:15 pm

the dominant side is fluid. It changes throughout the day back and forth as we crest different timezones peak and that is a good thing you want the war to naturally sway one way and then the other. The problem is the unnatural movement; the people intentionally deterring success out of some weird desire to crab bucket and deny someone else progress. To say deterrents don't work is laughable... modern society functions on deterrents.

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space44
Posts: 480

Re: Possible change on the X-Realm lock mechanism

Post#46 » Thu Mar 04, 2021 8:56 pm

someone has to be really woke about x-realming to actually care. the population is a 50/50 sometimes and its usually guilds that likes to play back and forth. to say that 1 realm is always underpopulated is an overstatement.
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