idea to balance the number of players in the 2 factions

Share your ideas and feedback to help improve the game.
Forum rules
Before posting in this forum, please read the Terms of Use.

This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.

To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
User avatar
SilverWF
Suspended
Posts: 606

Re: idea to balance the number of players in the 2 factions

Post#21 » Thu Dec 24, 2015 7:02 pm

julie wrote:Hello everyone . I am new to the forum. I have an idea to balance the numbers of players in the two factions. why not take a bonus, style, more RP, more drop, or more xp when playing the weakest side in the number of players. this will avoid to find this in RvR to 20 against 100.
Thanks see you soon .
Before posting your 1st post at the forum, it would be nice to actually start the game 1st.
Bretin: "destru classes are in general better for solo play" :lol:
A lot of addons here | Just a few T3 vids from live game | Remove IP-blocking at forum!

Ads
User avatar
SilverWF
Suspended
Posts: 606

Re: idea to balance the number of players in the 2 factions

Post#22 » Thu Dec 24, 2015 7:09 pm

Also, I have my own idea, that was posted even at BW forums.
AAO doesn't actually help you in fight.
Even if you'll have million % bonus EXP, RR and INF - how it helps you against 2, 3 and more enemies?
So I suggest to increase stats of players.
I.e. every 40% of AAO means +1% to all stats (base, offensive and defensive).

It doesn't make a gods from outnumbered side (this is not 1vs1 game, are you remember it?) but will make fights more interesting.
Bretin: "destru classes are in general better for solo play" :lol:
A lot of addons here | Just a few T3 vids from live game | Remove IP-blocking at forum!

Sulorie
Posts: 7461

Re: idea to balance the number of players in the 2 factions

Post#23 » Sat Dec 26, 2015 8:02 pm

Players have to build balanced groups, that's it. Nothing else needed apart from aao.
Dying is no option.

User avatar
lawfol
Posts: 172

Re: idea to balance the number of players in the 2 factions

Post#24 » Sat Dec 26, 2015 8:10 pm

As a member of a guild capable of forming full guild warband I can see this: either we face Porn factory/Nazgul or nearly no one. So active game play is when guilds fight each others. Randoms/Pugs and small groups of people will switch sides as they see fit, guilds will stay on one side. So totally player made problem. Any changes to reward system will make people switch side to max out profit. Second account is no thing, chars are easily leveld to be playable at highest tier.
Player dirven content needs player creating content, not the devs´job.

User avatar
Scrilian
Posts: 1570

Re: idea to balance the number of players in the 2 factions

Post#25 » Wed Dec 30, 2015 6:43 am

SilverWF wrote:Also, I have my own idea, that was posted even at BW forums.
AAO doesn't actually help you in fight.
Even if you'll have million % bonus EXP, RR and INF - how it helps you against 2, 3 and more enemies?
So I suggest to increase stats of players.
I.e. every 40% of AAO means +1% to all stats (base, offensive and defensive).

It doesn't make a gods from outnumbered side (this is not 1vs1 game, are you remember it?) but will make fights more interesting.
No, it's up to people to have guts to stand by their underpopulated realm, no amount of silly buffs would change this. Certainly not by attracting the wavering spineless bastards who are just in it for the buffs and ****.

lawfol wrote: Player dirven content needs player creating content, not the devs´job.
This.
Вальтер Рыжий RU => Gaziraga BW, Valefar WL, Lovejoy
Retired
ex-Greenfire/Invasion RvR leader
Wonderful RvR music videos ;)

User avatar
Compo
Posts: 41

Re: idea to balance the number of players in the 2 factions

Post#26 » Wed Dec 30, 2015 9:02 am

Yeah, Stop xrealmers. There should be 2 hours waittime until you can play the other faction like on the live Servers.
The other problem is a player-problem. Try to form a good WB in T1 or T2, its nearly impossible. People dont listen to commands from the wb-leader, when they see some poeple of the wb get killed they run away or they are bored and 5 people run after 1 enemy like a cat to a butterfly.

Most problems come from the playerbase itself. In coherence with all this points the result is the current state.



sry for my bad englisch =D

julie
Posts: 14

Re: idea to balance the number of players in the 2 factions

Post#27 » Wed Dec 30, 2015 9:43 am

I agree . the destru never listens chief wb. is anarchy. but the problem is not here. when you play with aao 120% or more, even with a good group and the best players, you will not make many deaths. defend a castle is impossible, and do this 2 or 3 crushed by WB is not interesting. have 1000 RP on a kill, that's fine but it's no use when you're already RR40. the real problem is the lack of destru players and nothing else.

User avatar
Compo
Posts: 41

Re: idea to balance the number of players in the 2 factions

Post#28 » Wed Dec 30, 2015 10:24 am

You can EASYILY crush 2 random-WBs with 1 coordinated WB. With good equipped players not one of your wb will fall to the randoms. Played long enough on live servers with Guild-WBs. And there werent only RR80 or RR100's.

Keep-def: Wait for Morale, tanks in Front. Steahlthers wait in position. in the Moment the door opens the Tanks kicks the door free, push out. Push out in a wedge trough enemys, dont stop. At the end of Enemy-Zerg turn around and go from center to right and then to keep door in a half circle. When the enemy-WB is still there farm the rest.
Gz, you deffed a keep vs a supremacy.

And i guarantee you half of the enemys are running away before you return the first time to the gate doors.

After this most of Order-Players switch the side and then the destro do PvE-Keeps without def.

Ads
User avatar
SilverWF
Suspended
Posts: 606

Re: idea to balance the number of players in the 2 factions

Post#29 » Wed Dec 30, 2015 10:28 am

That's what I said before: if you have AAO, that means you are weaker (not personally yoy, but your side) and doesn't really matter how many bonus RR you'll got - you WILL loose.

Funny talking about "ppl need to.." is funny. yesterday I was at SC (in T3!) our 2nd group was: 4 tanks and 2 DPS (WE and Sorc). Guess, who was guarded? Tanks (crossguard)? DPS? Wrong - NOONE!
Most of players here for happy pewpewing only! They are not interested in win or loose - only happy pewpewing!

Lockout timers is nothing: 2nd, 3rd, 4th etc accounts will fix this since accounts here are free and do not have some worth account entitlements.

twinks will stay in the RVR-area? What will prevent from killing them? Sure, geodata must be fixed before and warcamp areas must not be counted as RVR-area.
Bretin: "destru classes are in general better for solo play" :lol:
A lot of addons here | Just a few T3 vids from live game | Remove IP-blocking at forum!

User avatar
mirk
Posts: 8

Re: idea to balance the number of players in the 2 factions

Post#30 » Wed Dec 30, 2015 10:29 am

we need soltion for stop xrealming and the balance problem it's down!!

Who is online

Users browsing this forum: No registered users and 4 guests