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NA RP/Exp incentive to promote US population growth ?

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UmmOK
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Re: NA RP/Exp incentive to promote US population growth ?

Post#11 » Thu Oct 13, 2016 7:01 pm

Olszewski wrote:My guild is very active NA time and we still have fun and find things to do against destro. : )
Never heard of you.. :lol:
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StormX2
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Re: NA RP/Exp incentive to promote US population growth ?

Post#12 » Thu Oct 13, 2016 7:10 pm

This has been discussed before. No idea what is a good choice but I agree that if there is an incentive, that some of the hardcore players will lose some sleep and switch to NA Prime ;p

I do not believe anything has been decided on or outlined very well so if you guys can start spit-balling an actual solution, what the incentive is, what time frames etc. would be helpful.
UmmOK wrote:
Olszewski wrote:My guild is very active NA time and we still have fun and find things to do against destro. : )
Never heard of you.. :lol:
with your listed join date, I can't Imagine too many people you have heard of.

Spacecraft
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Re: NA RP/Exp incentive to promote US population growth ?

Post#13 » Thu Oct 13, 2016 7:28 pm

I second this even something so small would have a positive impact.

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UmmOK
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Re: NA RP/Exp incentive to promote US population growth ?

Post#14 » Thu Oct 13, 2016 7:40 pm

StormX2 wrote: with your listed join date, I can't Imagine too many people you have heard of.
it was a joke. did you not see the smiley? Don't judge a book by it's published date.
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StormX2
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Re: NA RP/Exp incentive to promote US population growth ?

Post#15 » Thu Oct 13, 2016 8:31 pm

UmmOK wrote:
StormX2 wrote: with your listed join date, I can't Imagine too many people you have heard of.
it was a joke. did you not see the smiley? Don't judge a book by it's published date.
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please keep your posts on topic

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UmmOK
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Re: NA RP/Exp incentive to promote US population growth ?

Post#16 » Thu Oct 13, 2016 8:46 pm

What NA needs is a consolidation of active players under one roof so to speak. Alone, in small groups, we won't get much done, but a larger(ish) guild that can field two organized warbands can take Keeps, defeat Keep Lords, and still have time enough in the week to run SCs, farm Ruin Gear, and should even have a "Sandwich Night" each week to play alts, solo que, etc.

This would be the only way I see NA playtimes growing. Good leadership, good coordination, active players on VOIP, sweeping the lakes and having fun.

Who's with me?
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roadkillrobin
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Re: NA RP/Exp incentive to promote US population growth ?

Post#17 » Thu Oct 13, 2016 10:16 pm

I belive Az had a sugestion to make t1 1-15 and t2 16-31 and then make t3 orvr maps low pop t4 Zones wich "easier" keeps. It's a much better sugestion then boosting XP/RR durnng low pop hours.
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th3gatekeeper
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Re: NA RP/Exp incentive to promote US population growth ?

Post#18 » Thu Oct 13, 2016 10:54 pm

roadkillrobin wrote:I belive Az had a sugestion to make t1 1-15 and t2 16-31 and then make t3 orvr maps low pop t4 Zones wich "easier" keeps. It's a much better sugestion then boosting XP/RR durnng low pop hours.
Interesting idea...

So how would this work? You have T3 keeps that would HAVE to offer less rewards than T4 keeps otherwise people would never farm T4 keeps.

If this happened this WOULD create something for NA population to do for sure and is something I would personally be interested in HOWEVER, I see a concern with balancing these. It will go 1 of 2 ways.

Either T3 keeps wont offer significant rewards and it WONT fix any problem, OR

T3 keeps will offer "enough" rewards to get people interested but now the Time/Reward will be that, where noone will want to do T4 keeps....
StormX2 wrote:I do not believe anything has been decided on or outlined very well so if you guys can start spit-balling an actual solution, what the incentive is, what time frames etc. would be helpful.
If you want an honest "spitball" but this might be seen as a troll to some people... I would put all the RVR zones on rotations. Dont allow them ALL to be active at once. There would be a finite window in which to attack a keep in a zone before the zone "locks" again and another opens. Only 1 active zone at once means people flock to those zones and you are much more likely to converge into 1 zone.

So just like how you dont have Chaos Wastes, Praag, and Reikland open at once, though these are opened by capturing the zone, you wouldnt have Praag, Dragonwake, etc. opened at once either.

I dont know the BEST way to do these rotations, obviously you dont want a zone to look in the middle of a keep take... But maybe something like a timer based on when the last BO was taken or something.

So if Praag was open and BOs were being exchanged. If the last BO was taken 30 minutes ago with no other action, and the keep door had not been attacked in X minutes, it would provide a 5 minute warning, then lock the zone after 5 minutes of no activity and move on to the next zone to cap: Chaos Wastes.

Just an idea.. Some people might hate this because it would make it harder to farm influence for certain zones, which is true, and there might be ways to troll using this such as cap a BO to prevent the zone from flipping, so there might need some other "checks" or systems in place there... But overall I think if you can funnel the population into fewer zones, that would most likely solve some of this.

Also I think some EU players might then look at NA hours as a much easier place to farm whatever influence they are working towards.

Another OPTION along these lines are, if a zone every gets to a point in which a keep is "attackable" maybe at THAT point the other RVR zones lock... I would even go so far as to say the lakes themselves de-activate from being "RVR flagged". While this may not be "RP" appropriate, it would start funneling players into fewer zones.


Tier 3 keeps is not a bad idea, I just worry about implementing that. You could always put a much LONGER "ownership" timer on the tier 3 zones so they cant be farmed as much. I think they typically are taken for what, 1 hour? If that were increased to say 4 hours, then most players would run them once, and move onto tier 4 zones. That could be another option where you still reun good rewards for tier 3, but make them not as "farmable" as often. This would allow NA population to have atleast 3 keeps (all 3 tier 3s) likely open to cap and then that MIGHT boost population to proceed to tier 4.


Another way you could potentially do all this, is the tier 4 zones could be "locked" until the corresponding tier 3 is owned by one side. Again with an increased "timer". This way all tier 4 zones are locked until the corresponding tier 3 is taken, again funneling players into fewer maps. EU peak time warbands should be able to plow through tier 3 keeps, and move onto tier 4 where as NA population might just do the tier 3 keeps, who knows...

Just spitballin ideas :)
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CegeePegee
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Re: NA RP/Exp incentive to promote US population growth ?

Post#19 » Fri Oct 14, 2016 3:20 pm

Apologies if this has already been suggested - on many "live" mmos, if a particular server is experiencing low pop the devs will apply a small increase to experience gain (or some similar metric, depending on the game) until that server's population improves, could this be done here? Obviously the mechanics of this would look different since its a timezone issue in this case but what if, say, renown gain is increased by x% after 8pmEST until 2 or 3amEST? Is this possible? If so, it could solve 2 problems at once by bringing more ppl to NA primetime and possibly fending off any potential rr gaps between EU and NA players in t4. Just an idea :)

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Karast
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Re: NA RP/Exp incentive to promote US population growth ?

Post#20 » Fri Oct 14, 2016 4:09 pm

roadkillrobin wrote:I belive Az had a sugestion to make t1 1-15 and t2 16-31 and then make t3 orvr maps low pop t4 Zones wich "easier" keeps. It's a much better sugestion then boosting XP/RR durnng low pop hours.
I really like the idea.

A nice way to make it work as well from a loot perspective is maybe to do it when conq comes out.

Have conq drop from T4 keeps, but Anni from T3 keeps. So the level of loot from a more easily defended keep is slightly less.

Or keep it as it is and have them only give extra renown from kills.

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