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Realms farming bags / feedback

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Fallenkezef
Posts: 1483

Re: Realms farming bags / feedback

Post#21 » Fri Aug 17, 2018 11:45 pm

Tesq wrote: Fri Aug 17, 2018 11:42 pm
Fallenkezef wrote: Fri Aug 17, 2018 11:04 pm Also the nature of the zerg makes aao somewhat pointless anyway.

You get massed zergs of wb's doing a circular route of bo's till it's time to siege, You stand in front of that massed zerg, which can be a lagging horde of 3 or 4 full wb's sometimes and you get mowed down.

Sure you can pick off afk's at bos left behind by the zerg but it's slim pickings while the zerg just steamrolls.

if the end of game gear like sub or genesis wasn't locked behind rvr bags I think a great many wouldn't bother with rvr at all, it;s just not fun.
these are things which regard flags controll and not the need to split at the same time and not regarding the currently rewarding system (and supply new additions).

my feedback is for those just 2 things other things would require a thread on their own...
They are all linked together Tesq, that's the issue it's a complex mess with no one solution.
Alea iacta est

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Fallenkezef
Posts: 1483

Re: Realms farming bags / feedback

Post#22 » Sat Aug 18, 2018 1:49 am

Gangan wrote: Fri Aug 17, 2018 9:27 pm
Timmitz wrote: Fri Aug 17, 2018 2:52 pm (...)

What happens sometimes now is the mass xrealm after an outer goes down. (...)
What more likely happens is that, people die during the attackers push and can't respawn in the keep, due to inner being scratched. (or simply forget about it and release).
You end up in the WC and often people think "Screw it, the keep/zone ist lost anyway"
As player log off or do something else in PVE, the AAO rises and everyone complains about x-realmer^^
I think this "x-realmer" boogeyman is just a myth tbh. I've been order almost exclusively for a couple of months now and I tend to do just as you point out. Once the lord has been attacked it's game over, with the destro having far too many to make re-taking the keep a viable option.

Many a time, once lord is attacked I've ported to altdorf for sc's or gone to my fave farming spots for pve farming.
Alea iacta est

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Toshutkidup
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Re: Realms farming bags / feedback

Post#23 » Sat Aug 18, 2018 4:01 am

Tesq wrote: Fri Aug 17, 2018 12:06 pm i've playing a lot since my return from holidays during eu morning and i have to say i had saw a very bad behaviour from the population. Due how the loot bags rules had been changed it became a lot more exploitable recive bags , even iF you''re suppose to notget contribution for bags at all

yes the loot system should reward the individul "contribution" towards the zone lock but this is getting pretty much not existing when 1 side roll stomp the other with mere numbers.

N.B: i know if 1 side dont def and you dont get kills you wont get rewards , the problem is that there are always some ppl trying their best for defend, but this also make outnumbering side basically get the min conditions to recive bags; the only way you are not get any bags is if you zone swap and go into a total empty zone and take the keep and lock it subsequentialy.

i think this min conditon to recive bags are not anymore sufficent to restrain ppl to just 1 side grind keep.

we alredy saw something like this when in t2 keep started to give currency; ppl were farming them like crazy 1 side at time and basically there was no enemy to defend (happened on both sides as is ahppening now).

Yes atm both side get rewards but some ppl are having the ez way fun rollstomping 1 side at the price the other is tediusly get kicked to be the inferior number.

this sich (FOR BOTH SIDES) is not fun which is the main problem; even if the loosing side may get some rewards the outnumbering side is having it too easy, and the smaller side is having it tediusly, it's just way to easy.

i propose to remove bags from the lockign side (dosent matter the contribution) based on a fix coefficent:

- when ratio of population is 3-1

i also propose in addition to help the outnumbered side:

- to allow one side when there is aao 100% to be able to rank keep with just 1 flag at time (in a way that hold one count as to hold 2, basically creating a virtual 5th flag which work only for the underdog; if it hold 2 flags it count as 3 and so on, but it still have to hold one so no auto.)

the bigger side atm have too many advatange, because even if he spread and the fight is more equals on all onjective the outnumbered side cant spread and hold 2 flags. Yes it depend numbers from number in fact i said 100% + aao.

these 2 things should allow a less tedious interaction for the outnumbered side.

ratio x both:
-working for hold objective at your max possibility should be rewarded even if is just 1 because that's the only thing you can do
-when you just wave the enemy offer no def chance you should not be rewarded as you made no real effort.


p.s. supply also need a rework, atm the one benefith the most is the outnumbering realm which can get a lot more potentially due zerg than underdog. Is higly suggested to:

A-make the supply drop only from the side outnumbering the other
B-make supply effect not fade away as currently (aka , no de-rank from 1 star onto another one)
C-lower the ammount supply provide to keep ranking about 30%
You know I would say you and I dont see eye to eye on most things ( I stay quiet) but I honestly agree with you 100% on this idea.
First RR90 Slayer working towards the top of the mountain.I still solo, still run riposte.

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bwdaWAR
Posts: 309

Re: Realms farming bags / feedback

Post#24 » Sat Aug 18, 2018 7:19 am

I'll add one thing to the OP's ideas though, that the realm ratio shouldn't be checked at the moment of zone lock because that just allows the losing side to leave the lake out of spite to deny bags to their opponent. As pointed out in this very thread regarding the crossrealming question, this already is sort of happening. Just because players left the zone once things started to look bad for them doesn't mean they weren't there earlier and the side with the larger numbers didn't have to fight them.

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Tesq
Posts: 5704

Re: Realms farming bags / feedback

Post#25 » Sat Aug 18, 2018 8:36 am

bwdaWAR wrote: Sat Aug 18, 2018 7:19 am I'll add one thing to the OP's ideas though, that the realm ratio shouldn't be checked at the moment of zone lock because that just allows the losing side to leave the lake out of spite to deny bags to their opponent. As pointed out in this very thread regarding the crossrealming question, this already is sort of happening. Just because players left the zone once things started to look bad for them doesn't mean they weren't there earlier and the side with the larger numbers didn't have to fight them.
Yes i think it can work well with the alredy implemented system as

When you gain contribution and ratio is 3-1 that contribution is discarded, since the system alredy offer min contribution to reach or roll = 1, this should have no issue.
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Sophia
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Re: Realms farming bags / feedback

Post#26 » Sat Aug 18, 2018 1:08 pm

tesq is right.
Hao of Phalanx.

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Telen
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Re: Realms farming bags / feedback

Post#27 » Sat Aug 18, 2018 3:41 pm

x-realm isnt an issue. If you want to zerg and have easy gear you go des. If you want a fight you go order. As long as the average player mentality is the former we have a problem.
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Tesq
Posts: 5704

Re: Realms farming bags / feedback

Post#28 » Sat Aug 18, 2018 4:57 pm

Telen wrote: Sat Aug 18, 2018 3:41 pm x-realm isnt an issue. If you want to zerg and have easy gear you go des. If you want a fight you go order. As long as the average player mentality is the former we have a problem.
telenn dont be of close mentality i saw this happened on both side in eu morning, it depend who get the head first around 8/9 am (cet-0); then it keep go for 2-3h; then suddently the other side lock 1 zone and then back again onto first one.
This is a problem for "both" realm not just once. Ppl sre doing this because there are no more min conditions that cant be exploited to get loots.
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peterthepan3
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Re: Realms farming bags / feedback

Post#29 » Sat Aug 18, 2018 5:15 pm

Allorien wrote: Fri Aug 17, 2018 8:10 pm Some kind of faction lock might help, though some players will just already have second accounts or just make them. To an extent this is a toxic population problem verses any kind of control that can be implemented.

I look for when mates are online to log in and play with them. However, I also look at the % of destruction and % of order online. I saw today that it got up to 70% destruction with only 30% order online! Does anyone track this and plot the percentages over time? I agree that x-realming is a huge issue here. Players get tired of being outnumbered and eventually just make characters of the other faction. That way whenever they are getting rolled, they log into their characters of the other faction and join the zerg bandwagon.

I like roughly even numbers for fights/skirmishes, even if another faction has more population total. So fighting on BO's or roaming around an RVR lake is kinda the best bet we have. Some BO's do not have more than one way to escape once the other factions zerg comes to take it, so certain BO's small roaming parties completely avoid. Maybe a 1-5% damage/healing bolster to underdog faction when on battlefield objectives/keeps based on AAO%?

I like the idea of bags for zone locks for both sides with a fairly large base number for each side and somehow working the AAO% into calculation of how good the bags are/quantity of them. Most players are fairly casual. If there is not a reward for doing extra work, or being on the side getting face rolled, then they will stay out of the lakes or go to the other faction. Does underdog get bonus bags/contribution/medals awarded based on the AAO?

EVERYTHING should be purchasable via tokens. This game is fairly casual; gear-sets slowly coming out and conqueror gear has been the 'highest' level gear one can get for how long? Why even make things cost tons of tokens verses a fair amount or even seemingly little? MOST PEOPLE PLAY FOR FUN AND RENOWN GAINS, NOT TO GRIND TOKENS/KEEPS for gear. Anything less than Annihilator gear is out-leveled before one gets a full set. What is the point? Even in PVE people out level PQ sets (maybe not Chapter 22) before they can get a full set?! Just throw gear at people, the real goal is having fun playing the game, and earning renown.
By that logic, why don't we just give everyone access to Sovereign and LOTD stuff from the get-go - eliminating any need whatsoever to work TOWARDS something. I don't play for renown, and I know many who don't. I do play for fun, but I also understand the need to have carrots that take some effort in order to acquire.

If you really, really wanted to, you could get full conq in a matter of weeks. You can certainly get enough to make you viable within a few days (mixing sets).

@Aerogath:Havoc Magus is among the best classes for farming kills.
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Tesq
Posts: 5704

Re: Realms farming bags / feedback

Post#30 » Sat Aug 18, 2018 10:23 pm

you can get a conqueror in 1 week.....got a total 4 piece on 2 diff chars....
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