Acidic wrote: ↑Sun Aug 20, 2023 12:15 pm
The game seems more and more going to taking zones with no opposition, swarming to zones for defense of keeps, blobbing ..
When looking at the behavior of current it is clear that most of the players are not getting rewards from the actual fighting and are happy to do just enough to get a bag or influence from the weekly.
This game style of play kills the heart of the game which is fighting.
I suggest that the reward system is reworked as the current effect is clearly driving the players the wrong route as current route of least resistance is weekly and pave zones
How to fix this ?
My suggestion:
A) remove the keep defense bag and keep take rvr, this is just like any BO and should have similar reward, small tick . After all this is just a stage in the overall pq of the zone
B) remove rewards from zone, including forts and LoTD where the aao average is too lobsided
C) reduce / remove rr from assisting if u or you group did not do at least 20% (arbitrary number) of damage to player
This should address current system where passive play is rewarded, hopefully will also actively encourage xrealm to balance as there is no reward for unbalanced playing.
That's the wrong approach. If you want to reduce "taking zones with no opposition" then you gotta motivate people to play the underdog and switch sides to even out the numbers - with rewards and gains.
People trying to defend keeps and forts and are getting stomped get literally nothing for doing so. Why try then? That's one issue.
AAO is a nice concept but has a major flaw. If you can't kill anything then you will not benefit from it. The more people standing in front of the keep, attacking it, the more healers there are and the harder it is to kill anyone of them. That's another issue.
When one side is heavily outnumbered it is very hard to get into keeps to defend them. Unless you are early enough to go there you will most likey not make it in. That's another issue. When aao is high free flights to the keep could be granted.
Last but not least there is the overwhelming defense of premade warbands. Even 10 or more rpds on the wall can barely take one of them out when 8 healers are watching. Let alone the fluff aoe damage they do. And even if they would do more damage, people can just stand far enough away and let the ram open the door, then roll over everything. You guessed it, another issue.
I liked the old system without rams more. Melees had to get close to hit the door and rdps on the walls had a chance to hit/kill them. The ram thing that is pretty much untouchable and you only have to wait until it is open is super boring. Maybe do a hybrid approach. You can hit the door with players and ram. Ram damage should be lower than. Then there might be more people close enough to give defenders anything to hit.
Id also change back the oil to grant renown again. Make the oil free to buy and spread the renown gains to everyone around.
I think the really biggest issue is the missing release into keeps. When people die outside the inner or close to the outer wall they should be able to respawn inside again. Then there would be a lot more fighting going on and not just waiting inside. People would risk more, push outside and stuff, like fighting on the outer walls or pushing from there. It would be more fun. That's the biggest issue by far for me. People can't do that because they risk being taken out of the defense.
A lot of things could be done but removing rewards and renown like suggested is not the right way in my opinion.