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Adjustment to Faction Bonus for being outnumbered

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Razid1987
Posts: 1295

Re: Adjustment to Faction Bonus for being outnumbered

Post#11 » Wed Mar 09, 2016 5:32 pm

Shadowgurke wrote:
Saroc wrote:I would rather see the current AAO bonus replaced by one that boosts combat.
Doesnät matter if you get a bonus to Renown if you can't get the kills because you get trampled everywhere.

Making it easier for the underdog to get kills would encourage people to stay in the fight, in my opinion.
Please everything but this

If anybody remembers the WoW Battleground with that scaling you know why
And by battleground, you mean Wintergrasp, right? It wasn't perfect, but it was better than just having a silly bonus, tbh.
Only issue I had with that system was that CC didn't scale. 1:3 still meant that you were gonna get CCed 3 times as much as you would them:
"You have 100k HP? Get jumped by a Rogue, Mage and Death Knight - Enjoy being stunned, silenced, and stunned again for +20 seconds!"
Last edited by Razid1987 on Wed Mar 09, 2016 5:42 pm, edited 2 times in total.

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Taller
Posts: 27

Re: Adjustment to Faction Bonus for being outnumbered

Post#12 » Wed Mar 09, 2016 5:34 pm

Saroc wrote:I would rather see the current AAO bonus replaced by one that boosts combat.
Doesn't matter if you get a bonus to Renown if you can't get the kills because you get trampled everywhere.

Making it easier for the underdog to get kills would encourage people to stay in the fight, in my opinion.
The obvious approach as I would say as well but pretty much impossible to balance.

I am afraid it will only work if we get people to WANT to play nice... ;)

That is why I hope to get some input on what would make you WANT to? :)

Sizer
Posts: 216

Re: Adjustment to Faction Bonus for being outnumbered

Post#13 » Fri Mar 11, 2016 8:57 pm

Well its nice to see someone suggest something other than lockout timers, but negative aao is not the solution, as this is already in game, not regarding kills, but for keep takes, and it doesnt work, which is especially evident in NA times (which is partly population issue, but still, this doesnt help). To put it simply, the side with more numbers needs to get rewarded to get people out in the lakes, and to get people for the defenders to fight, otherwise no one leaves the wc. Its even more evident now that keeps give bags, which has put a little of that incentive back in game, even for empty keeps (which give almost no bags, which is a bad idea), and has resulted in a big surge in rvr the last week, even for NA times, but it wont last as people get gear and stop caring about bags.

AAO giving a combat boost is also a bad solution, not only because its silly (organized 6 mans already have a huge combat advantage vs pug warbands), but also because aao works across an entire zone, so you might have 40 people hitting a keep, while 2 people on the other faction sit at your wc one shotting people who arent with the zerg, meaning a massive disincentive to splitting up, and the opposite of what this game needs. You could make it only apply at a keep, but again, it would mean the zerg could never split up if they have to fight a super powered 6 man defending a keep.

The only combat bonus I can imagine working would be having siege/oil do more damage based on aao. Even that causes problems, you can imagine all the hate from people who steal siege or who camp oil for hours to leech renown, and it would also discourage splitting up, so not a great idea. But i'm sure someone will come up with something, as this is one of the major problems with rvr, and everyone wants to fix it.
Nameless wrote:the orvr system should be changed!
When the zones become less keep oriented and when other objectives at the lakes become more important orvr will become more appealing and the numbers will balance from itselves.
The point is that keep sieges are quite boring and repetative and the lagfest there is not fun for many ppl. Make orvr more dynamic, make map movement more important and the system may balance from itself
This is what i'm talking about. Make bo's more important, put in resource carriers (or something similar), give the zerg an incentive to split up, and give the opposite side more options for harassing the zerg, all while making sure both sides are well rewarded no matter the number difference. And there will be a number difference, thats not a bad thing, just make sure everyone gets renown and has fun without falling asleep at a keep take.
Aenea - SW / Aeneaa - AM
Sizer - Shaman / Artsupplies - Sorc

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Taller
Posts: 27

Re: Adjustment to Faction Bonus for being outnumbered

Post#14 » Sat Mar 12, 2016 10:28 am

Thank you for your input Sizer.

As you mentioned the issue about AAO beeing Zone wide I recall playing on live when the cannons at the warcamps couold be manned (direct fire and artillery).
I assume the devs deactivated those intentionally.
Maybe there is a solution related to that kind of equipment?

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Razid1987
Posts: 1295

Re: Adjustment to Faction Bonus for being outnumbered

Post#15 » Sat Mar 12, 2016 11:00 am

Generally you want to use the carrot, not the stick. Punishing people only makes the game un-fun. I don't think anyone wants that.

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Taller
Posts: 27

Re: Adjustment to Faction Bonus for being outnumbered

Post#16 » Sat Mar 12, 2016 4:48 pm

Razid1987 wrote:Generally you want to use the carrot, not the stick. Punishing people only makes the game un-fun. I don't think anyone wants that.
I totally agree to that.

On the other hand I sadly know that you cannot make everything happen by use of the carrot only.
As much as I wish it was different, there are cases when people need to be forced to comply.

A reasonable way in the middle of both extremes is actually what I hope for in the long run.

I merely want to point out that - as RoR is free to play and devs do not need to stick to some overly cautious "we have to keep our customers happy" bullshit - even though it may require unpopular steps we should not exclude them before talking about them.

In my opinion the general problem you basically face everywhere is that we live in or with systems that can and will be exploited.
What we need to do is to minimize ways the systems can be exploited and reward "playing nice".
- HOW to do that is one of the things we need to find out and to be honest I personally do not have more than theories on most things I consider to be issues.

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