1. remove keeps attacked/defended from weekly.
2. double number of kills required for weekly.
3. AAO gives you a % more credits per kill. 1 kill at 40% AAO gives you 1.4 credits for a kill.
Zerging empty keeps gives you no progress. joining the zerging side thats on a roll gives you no progress. joining the underdog side gives you more targets and more rewards.
Can this be done? Don't know, but it sure seems like it will prevent player behavior that currently infests orvr.
empty keep, empty fort.
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Before posting on this forum, be sure to read the Terms of Use
Structured class balance suggestions belong in the Balance Proposal subforum. Class-related discussion in this section are considered as ongoing debates and ARE NOT reviewed for balance changes.
Re: empty keep, empty fort.
Detangler and alts - 84 Chosen, other 40s - DoK, Zealot, SH, WE, BG, BO
Destro - Mostly Harmless
Tangler and alts - 8X IB, other 40s - RP, SM
Order - Most dishonorable
Destro - Mostly Harmless
Tangler and alts - 8X IB, other 40s - RP, SM
Order - Most dishonorable
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Re: empty keep, empty fort.
tvbrowntown wrote: ↑Wed May 25, 2022 2:01 amwhat's everyone's obsession with winning and losing sieges as a reward? systems should promote gameplay not the outcome of the gameplay.
Well said.
Blame It On My ADD Baby...
Re: empty keep, empty fort.
I agree with the sentiment, but the reality is that we often make decisions that might lessen our own gameplay experience for the sake of our faction winning.tvbrowntown wrote: ↑Wed May 25, 2022 2:01 am what's everyone's obsession with winning and losing sieges as a reward? systems should promote gameplay not the outcome of the gameplay.
If I play a tank, and die repeatedly holding the line in a keep door or funnel, I'm not guaranteed much renown by this action alone, despite how useful it may be. I'm not getting any death blows, and my Killboard score is probably plummeting.
But tanks holding doors and funnels is crucial to winning defenses, and so sacrificing gameplay we may find fun is the right call for the realm here.
The reason people fight so hard to win is because the payout disparity between winning and losing is massive, and that gap has only widened over the last two years.
Personally, I also enjoy just fighting, win or lose, but I think the above is what drives the action for a lot of players.