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Addressing balance, a different approach.

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GenocideDevice
Posts: 19

Re: Addressing balance, a different approach.

Post#11 » Sun Oct 30, 2016 12:01 am

warkaiser wrote:
Dominikwt101 wrote:the best suggestion i can think of would be to change the debuff a faction gets for fielding a larger force, rather than increase dmg taken it could instead reduce the rewards obtained by this faction thus promoting more even fights rather than the 220% aao rushes that tend to happen at between 3pm-12pm gmt.

hope fully a few more ppl will provide input to the discussion this idea was kinda off the top of my head :p and to be fair has probz been an idea before but i only found about return of reckoning a week or so ago so :P
The issue with this is that half of a reward is better than no reward, and (most) people won't switch to the other side just to risk gaining no reward out of it.

To the OP - I've been thinking about this and something that sort of goes along with the idea of cross-faction play is if at all possible to implement, sort of a Mercenary system would be pretty cool IMO. Done via some sort of quest, or a pop-up (similar to the scenario pop-ups we get), players would be offered the chance to switch to the side which currently has a much smaller force, and allow them to temporarily switch their flagging so that theyre now hostile to their own faction and are rewarded with increased gains (xp, rr, inf, medals) while flagged as a Merc.

I personally would love a system like this during those times when there is just nobody showing up to fight us while attacking keeps and taking BOs. I would be able to get in on some fighting and still progress my character rather than having to switch to a different character on the opposing side.

In all honesty though, I doubt something like this could be done, or at least done properly, and it still doesnt get to the real root of the issue: Lack of players for several hours at a time, and not enough on each side both showing up for RvR.
You know, I REALLY actually like this idea, but City of Heroes/Villains tried it and it was a miserable failure. I'm not sure why. I can't say I understand the psychology behind it, but it doesn't seems to work.

Honestly, I didn't study enough of the effect from City of Heroes/Villains to understand it.
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GenocideDevice
Posts: 19

Re: Addressing balance, a different approach.

Post#12 » Sun Oct 30, 2016 12:03 am

Deyvetown wrote:
Or perhaps it can be addressed internally, with the RvR lakes and the war campaign. Perhaps instead the open RvR lakes, the RvR lakes could be closed.
Please do not do this, my method for getting into ORvR (both on the og WAR and ROR) is to just start an open warband of myself, walk into the RvR lakes and start attacking/healing things. The Warband gets full almost immediately every time.
It's good that you get it, and that's very important. Maybe because this is for die hard fans it's not such a big deal. The problem is the Zerg. How do we address the Zerg in a neutral way? I'm struggling for ideas here. Give me something to work with.
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GenocideDevice
Posts: 19

Re: Addressing balance, a different approach.

Post#13 » Sun Oct 30, 2016 12:07 am

Waaghaa wrote:As I see it, the problem with x-realming, which tbh is the main problem, comes down to a single question, why do we have the option to have both destro and order characters?

As long as we have that option, it really doesn't matter what penalties are enforced, people will still x-realm.
And maybe that's just the fix we need? Too many people playing Order? You have to play destro that day. Too many people playing destro? You have to play order that day. The point is, the choice is made for you. Look, I'm a destro loyalist, but if I fecken have to, I'll play a Witch Hunter or Iron Beard.
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GenocideDevice
Posts: 19

Re: Addressing balance, a different approach.

Post#14 » Sun Oct 30, 2016 12:09 am

sabat80 wrote:Unless it would be possible to put a lock on reward based on IP or network card?

If you log to the other side you are not receiving exp/rr for X hours in the Tier where you were logged in?

It allows people to play on both sides and in different tiers if they want to? but stops them from keeping characters in keeps and just login for defense.
Actually, that's kinda a good idea. If someone faction jumps, no XP/RR for an hour. Er some'n, Idontfeckingknow.
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GenocideDevice
Posts: 19

Re: Addressing balance, a different approach.

Post#15 » Sun Oct 30, 2016 12:11 am

Akalukz wrote:3rd Realm Monster play, the game already has the capablities (skaven) just need to flesh it out and increase the pool size of the skaven.
This failed in the original game design. Either the dominant faction zerged the Skaven quests, or the Skaven were too little too late for the minority faction if they somehow managed to pull them over to their side.
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GenocideDevice
Posts: 19

Re: Addressing balance, a different approach.

Post#16 » Sun Oct 30, 2016 12:12 am

Bulgril wrote:We should implement an NPC bot system that would locate and assist dominated faction players in an RvR area.

It could actually be fun, like elf shadows commando missions, berserk killer dwarfs incursions, flagellant imperials... they would join the individual player or group upon quest activation, or dialogue prompt as they enter the area, and then either fight in the open or attack the opposing camp.

We'd have to downlevel guards in the opposing faction camps, though.

We could also, alternatively or at the same time, artificially increase pressure on the dominant faction, and erode it: say, we enable destruction camps to be taken by order, deactivating quests, until they actually take the camp back. We move re spawn to the previous camp, wherever this happens to stand, and maybe make respawn more expensive.

We up level dominated faction npcs...?
You and me need to have a private conversation about this. I have some ideas that I want to throw at you.
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wargrimnir
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Re: Addressing balance, a different approach.

Post#17 » Sun Oct 30, 2016 2:57 am

We are working a method to severely restrict x-realming. It's in development. Will take some time however.
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Bulgril
Posts: 30

Re: Addressing balance, a different approach.

Post#18 » Sun Oct 30, 2016 10:34 am

GenocideDevice wrote:
Bulgril wrote:We should implement an NPC bot system that would locate and assist dominated faction players in an RvR area.

It could actually be fun, like elf shadows commando missions, berserk killer dwarfs incursions, flagellant imperials... they would join the individual player or group upon quest activation, or dialogue prompt as they enter the area, and then either fight in the open or attack the opposing camp.

We'd have to downlevel guards in the opposing faction camps, though.

We could also, alternatively or at the same time, artificially increase pressure on the dominant faction, and erode it: say, we enable destruction camps to be taken by order, deactivating quests, until they actually take the camp back. We move re spawn to the previous camp, wherever this happens to stand, and maybe make respawn more expensive.

We up level dominated faction npcs...?
You and me need to have a private conversation about this. I have some ideas that I want to throw at you.
I'm no GM myself though ^^
wargrimnir wrote:We are working a method to severely restrict x-realming. It's in development. Will take some time however.
I'm not sure of what that implies, but... restricting? Idk, I'm ignorant of the process of game development, but wouldn't it be more friendly to address this with in-game solutions?

Say there's a party in the open RvR zone, and a few guys from the other Realm. On a countdown, we downlevel the dominating camp guards, and in the other, we scenarice reinforcements showing up - out of say, a tent, then activate a quest that attaches a small NPC group to each player, and rewards for killing players of the opposing faction. 18 destros vs. 3 order + 4 npcs/ea, makes 15.

We make troop respawn available to dominated faction, and dominating camp up for taking, battle ensues, respawn point for dominating faction players is set to previous camp, camp is taken, deactivated for say, thirty minutes...

Fun for everyone.

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Scambug
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Re: Addressing balance, a different approach.

Post#19 » Sun Oct 30, 2016 6:33 pm

wargrimnir wrote:We are working a method to severely restrict x-realming. It's in development. Will take some time however.
It should be your priority IMO. Faction imbalance has always been the number one problem in this game, it's why it eventually died.
I just got back from a break, just played like 10 scs, lost every one of them without ever breaking 100 points.
Guess what, I don't want to play the game anymore.

bloodi
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Posts: 1725

Re: Addressing balance, a different approach.

Post#20 » Sun Oct 30, 2016 6:36 pm

Scambug wrote:I just got back from a break, just played like 10 scs, lost every one of them without ever breaking 100 points.
Guess what, I don't want to play the game anymore.
Now we are blaming losing scs on xrealming too?

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