Re: new invader farming
Posted: Fri May 01, 2020 4:03 pm
Hello! (and sorry for my frenglish)
I'm responsible of this change, and it seems some explanations are needed. Some gonna hate me after reading my wall of text i fear, but "C'est la vie" i guess.
So. Why this change has been done?
In fisrt place, this change was based on players feedbacks :
1 invader token reward : Why should i involve in last zone defense when losing it is more rewarding (fort defense -citiy defense)? Reason is pretty acceptable, even it is not supposed to be the direction of the game itself.
Of course, lot of players -i thank them- are invovling in their realm and even they not gonna have their precious currencies in forts, they play the game. I think as i am, their best reward is to deprive their enemies to be rewarded, in all friendship ofc...
In the over hand, we have a not negligible amount of people recommanding to leave last zone, waiting in cities, on discord waiting for a signal, or in forts (exploiting : read rules guys, just in case Sauron's eye see you some day) to harvest what they need for their own, never involving in ORvR , with super good reasons not to involve :
-you see,i don't need anything in the lake, so i have no reason to go in.
The corollary being, "why do i need anything if i don't play with what i have."
It is what i call colllusion and/or oportunism. Thats a choice, and well, such is life, but don't ask me to feel sorry for such behaviour.
Sorry if some feel offended, but that's a fact. Some may be tempted to hide behind a bad game design to feel right. Point is 90% of players play the game in the state it is, in the way it is supposed to be played. Eventually, ask them why, and blame them why they ruin your plans.
Now the reward issue.
We have an issue in the reward equation since always. Not solved atm, and probably never solved.
A-If reward are not juicy, player don't involve.
You recommand to increase rewards in the mid. Which one? winners only? both?
-Case 1 Both factions : Can we agree, that there is no campaign interest to do it? and unless your gain in mid are > to what you could get defending last zone, you wouldn't have any reason to involve. Ofc, players will get faster their currencies, but it is not what you wanna try to solve isn't it?
.
-Case 2 Reward is bigger for winners. Do you smell the incoming Xrealm when ram is deployed? . > no real defense. Losers will be strong in last defense area, and prepare to come back to mid.
B- Even if you lose, you want to win. If you lose for real, you don't play. So loser needs to be rewarded.
C-Some want to see their time rewarded even if they don't do anything interesting with this time. (15 mins sc 0-500, and i have nothing, have lost 15 mins of my life, i deserve something for this) so we can't "punish" losers for losing.
So question is, shall we reward players for the time they are connected? On the base of the result of a comon action?
I'm sorry for the digression, but i had to show you that it wasn't as simple as many may think it is.
Now, you probably misse the intent behind the supposed issue . The more factions are gonna play ping pong, the less they gonna be able to see a city siege.
So, if some really want their sov set, you have now a good reason to involve in ORvR (basically playing the game...), pushing, harder than defenders, and not just waiting for a signal, cause i think no one gonna drop anything.
I'm responsible of this change, and it seems some explanations are needed. Some gonna hate me after reading my wall of text i fear, but "C'est la vie" i guess.
So. Why this change has been done?
In fisrt place, this change was based on players feedbacks :
1 invader token reward : Why should i involve in last zone defense when losing it is more rewarding (fort defense -citiy defense)? Reason is pretty acceptable, even it is not supposed to be the direction of the game itself.
Of course, lot of players -i thank them- are invovling in their realm and even they not gonna have their precious currencies in forts, they play the game. I think as i am, their best reward is to deprive their enemies to be rewarded, in all friendship ofc...
In the over hand, we have a not negligible amount of people recommanding to leave last zone, waiting in cities, on discord waiting for a signal, or in forts (exploiting : read rules guys, just in case Sauron's eye see you some day) to harvest what they need for their own, never involving in ORvR , with super good reasons not to involve :
-you see,i don't need anything in the lake, so i have no reason to go in.
The corollary being, "why do i need anything if i don't play with what i have."
It is what i call colllusion and/or oportunism. Thats a choice, and well, such is life, but don't ask me to feel sorry for such behaviour.
Sorry if some feel offended, but that's a fact. Some may be tempted to hide behind a bad game design to feel right. Point is 90% of players play the game in the state it is, in the way it is supposed to be played. Eventually, ask them why, and blame them why they ruin your plans.
Now the reward issue.
We have an issue in the reward equation since always. Not solved atm, and probably never solved.
A-If reward are not juicy, player don't involve.
You recommand to increase rewards in the mid. Which one? winners only? both?
-Case 1 Both factions : Can we agree, that there is no campaign interest to do it? and unless your gain in mid are > to what you could get defending last zone, you wouldn't have any reason to involve. Ofc, players will get faster their currencies, but it is not what you wanna try to solve isn't it?
.
-Case 2 Reward is bigger for winners. Do you smell the incoming Xrealm when ram is deployed? . > no real defense. Losers will be strong in last defense area, and prepare to come back to mid.
B- Even if you lose, you want to win. If you lose for real, you don't play. So loser needs to be rewarded.
C-Some want to see their time rewarded even if they don't do anything interesting with this time. (15 mins sc 0-500, and i have nothing, have lost 15 mins of my life, i deserve something for this) so we can't "punish" losers for losing.
So question is, shall we reward players for the time they are connected? On the base of the result of a comon action?
I'm sorry for the digression, but i had to show you that it wasn't as simple as many may think it is.
Now, you probably misse the intent behind the supposed issue . The more factions are gonna play ping pong, the less they gonna be able to see a city siege.
So, if some really want their sov set, you have now a good reason to involve in ORvR (basically playing the game...), pushing, harder than defenders, and not just waiting for a signal, cause i think no one gonna drop anything.