Post#32 » Wed Aug 18, 2021 12:25 am
I agree with those saying issue is exacerbated with low population. When you know there is going to be 3 instances, dodging makes potential benefit from doing so makes so much more beneficial.
I see 3 criteria that has direct impact in the issue:
- Low Population
- Numbers per instance
- Ability to dodge queue
Low Population
We cant help with how low population is; but one thing that can be done is putting city at set-predefined times on weekend (independent from oRvR activity). This will mean a lot of people will log on just for that, and we can have many instances going, where dodging is less impactful. And honestly, I think city being tied to oRvR is really promoting worst behaviour. Potential defenders for last keep/fort have two options hanging in front of them; attempt to win it and prevent city; or throw defense and go to city. There should be absolutely no incentive for wanting to lose. This was a design mistake, and still is. I think it is a separate discussion, but it makes things a lot worse by promoting multi account xrealming as well.
Numbers per instance
I think city is a really bad game mode, and there is nothing fun about it. It all boils down to that one fight in middle BO, and that decides the game. But it is sandwiched with 20 mins of PvE and just waiting around. But even then I dont want to say lets change it, and same applies to numbers going in.
Ability to dodge queue
Complete separation of queue period /from/ period pairing order&destro; would mean devs have control over coming up with a mechanic that pairs similar wbs from a big pool, instead of making it one by one as they become available.
I hope this conversation leads to some improvement, because player pop will not go up anytime soon for the issue to solve itself.