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Re: Malus

Posted: Wed Oct 16, 2019 12:59 am
by Zaxxond
Akalukz wrote: Tue Oct 15, 2019 11:03 pm I seriously can't figure out why people think you should receive full rewards for being part of a zerg. it's only the individual kills renown that is being "nerfed" If you were truly after the fight, wouldn't you be rolling the underdog side anyways? People say it's not about the renown, it's about the fight...um then what's the problem? I vote to keep the Malus, if anything I would take a it a step further to figure out how to punish those that flip sides to be on the zerg side, or possibly put in a pop cap on the zerg side.
You are voting to keep mechanic that has been proven to have caused a mass exodus of players of all types. The pro penalizing players rhetoric for flipping sides and keeping malus does not improve player experience and it slows down player progression for a game that is now already a PvE time sink for BiS gear.

Devs, please reward the AAO side with rewards so good that it forces the players to swap to the side playing against all odds . Remove malus. Make a big post about it on forums and all the discords and do a triple xp/rr week and see this God damn server return to 1500 players at all times for the week.

The Malus concept and implementation has been tested and it's failed. It's a black eye that is driving players aways and keeping players from returning.

Re: Malus

Posted: Thu Oct 17, 2019 3:58 am
by anarchypark
Zaxxond wrote: Wed Oct 16, 2019 12:59 am
Akalukz wrote: Tue Oct 15, 2019 11:03 pm I seriously can't figure out why people think you should receive full rewards for being part of a zerg. it's only the individual kills renown that is being "nerfed" If you were truly after the fight, wouldn't you be rolling the underdog side anyways? People say it's not about the renown, it's about the fight...um then what's the problem? I vote to keep the Malus, if anything I would take a it a step further to figure out how to punish those that flip sides to be on the zerg side, or possibly put in a pop cap on the zerg side.
You are voting to keep mechanic that has been proven to have caused a mass exodus of players of all types. The pro penalizing players rhetoric for flipping sides and keeping malus does not improve player experience and it slows down player progression for a game that is now already a PvE time sink for BiS gear.

Devs, please reward the AAO side with rewards so good that it forces the players to swap to the side playing against all odds . Remove malus. Make a big post about it on forums and all the discords and do a triple xp/rr week and see this God damn server return to 1500 players at all times for the week.

The Malus concept and implementation has been tested and it's failed. It's a black eye that is driving players aways and keeping players from returning.

malus certainly reduced zerg size.
before malus zergs maintained 100+ aao size thru many zone locks.
now 100+ aao happens a lot less.
often aao stops around 80aao.

I guess players found other things to do rather than joining zerg orvr.
quitting was one of them.
it's not perfect solution but zerg quit was less harm than underdog quit IMO.
else underdog will extinct.

aao bonus buff is not solution neither.
they wanted their class in zerg situation, won't change side to follow aao.

maybe fine tuning malus.
reduce rewards like aao bonus.
-20, -80 ~ go on until 200 aao.
or
balance the small scales less than 6:6.
solo, duo, trio is base of population.
and it's 1 side currently.

Re: Malus

Posted: Thu Oct 17, 2019 4:22 am
by zachary
Maybe this has been tried before, but could malus be changed to 'reverse AAO' - a proportional reward debuff based on population? To a minimum of 1, of course, but the zerg would have to have more members than a kill is worth in RR for it to get to 1 _and_ higher level players (worth more RR) might still be worth trying to kill.

Note that that's an increase in rewards for the zerg (vs current malus), which is the opposite of what is desired. So let's talk about what _else_ can be debuffed. Maybe heals or damage could _also_ be debuffed by that percentage? so in a zone with side A 2x the size of side B, side B would get the usual 100% AAO (and correspondingly greater rewards) but side A would get 50% rr per kill (or square the ratio to make the curve steeper if you want - 25% rr) _and_ would be fighting with a 50% (or 75%!) heal and/or damage output debuff.

Note that any system based on global AAO is inherently unfair to players in any non-blobbed conflicts in the zone - eg. the 2v1 gankers - but it's the stat we have. Zaxxond's suggestion of 'Area AAO' is one way to increase the 'granularity' of AAO, which would indeed make it more fair. The ideal, I think, would be to base it on the proportions of the graph of people fought between entering and exiting combat mode, plus the transitive graph of all the people that 'contributed' to each side (healers, buffers, people who damaged the same target) - but who knows if that's even possible, much less computationally feasible.

Re: Malus

Posted: Sat Oct 19, 2019 6:22 pm
by Silverbow100
Time and time again the same point comes and goes. Neither me or my guildies ran in zergs. You killed the 6man or less groups and solo play with malus. Plain and simple. And I'll happily remain absent from the game and spend my time on other games until its removed. You(devs) have had NUMEROUS examples of other things to implement in this post ALONE not counting the NUMEROUS other posts. So. Meh. Point has been made you don't care to change it, and seeing as how server population is far below what it was pre malus it seems hints cannot be taken by the team. A shame, sure, but whatever. Peace, Folks!