Implementation of AAO Buff

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Poll: Against All Odds

AAO Buff up to 400% (Live Server Style)
104
78%
AAO Buff with a lower max (Think 200%~300%)
12
9%
No AAO Buff
17
13%
Total votes: 133

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Edenwolf
Posts: 60

Re: Implementation of AAO Buff

Post#31 » Sat Sep 12, 2015 7:22 pm

Sulorie wrote:
Edenwolf wrote:
Sulorie wrote:You fight in the whole zone, not only at BO/Keeps.
Farming back anf forth from warcamp to warcamp hardly contributes to the campaign.
Those who do that get only little rewards anyway. Btw, zerging is no farming. You share RP between too many players.
Right and I know, I chose the wrong word. I edited my post
Bigfugginaxe SL ~ Blueshift MA ~ Healzealot ZL ~ Stalhrinn IB ~ Tarielle SW ~ Damngurl WE ~ Jediknight SM ~ Windsong AM

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Libra
Posts: 551

Re: Implementation of AAO Buff

Post#32 » Sat Sep 12, 2015 7:46 pm

Look a non-admin made a poll. How effective!
Sephanol - Chosen || Saora - Magus

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Nameless
Posts: 1440

Re: Implementation of AAO Buff

Post#33 » Sat Sep 12, 2015 10:26 pm

AAO should not buff rp and exp but some combat stats so you really can say it helps the outnumbered side. Give AAO as scalling trivial blows and crit hit so lesser numbers balance with extra killing power and durability. But just renown and exp is plain stupid and benefit noone else but farmers.
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rphabib86
Posts: 6

Re: Implementation of AAO Buff

Post#34 » Sat Sep 12, 2015 10:29 pm

If people change to get the AAO buff, then the buff will reduce. That´s the point.
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Edenwolf
Posts: 60

Re: Implementation of AAO Buff

Post#35 » Sat Sep 12, 2015 10:38 pm

rphabib86 wrote:If people change to get the AAO buff, then the buff will reduce. That´s the point.
I am guilty of AAO hunting on live, switching zones on the regular, switching teams etc. even to get the smallest form of aao. If my character had the aao buff I was happy, no matter the amount. This lead to bahaviour such as logging to the other realm and/or switching zones every minute until aao was found.
Bigfugginaxe SL ~ Blueshift MA ~ Healzealot ZL ~ Stalhrinn IB ~ Tarielle SW ~ Damngurl WE ~ Jediknight SM ~ Windsong AM

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Jaycub
Posts: 3130

Re: Implementation of AAO Buff

Post#36 » Sun Sep 13, 2015 3:26 am

Edenwolf wrote:
I am guilty of AAO hunting on live, switching zones on the regular, switching teams etc. even to get the smallest form of aao. If my character had the aao buff I was happy, no matter the amount. This lead to bahaviour such as logging to the other realm and/or switching zones every minute until aao was found.
The problem is the ORvR campaign in general does not make the player care more about advancing the campaign towards the end goal, but is so flawed that switching sides to be in a better environment to farm RR becomes more important to the player than anything else.

Realm pride might be the correct term to describe this, but there is more at play. The game on levels even outside of ORvR (scenarios) does not reward people for "winning" or trying to play around the objectives/goals, but rather encourages people to just grind RR.

People care about their characters progression more than anything in the game, even winning. And that is what is fundamentally wrong with the game, not AAO. AAO just gives them even more reason to abuse this, if the system was not fundamentally flawed this shouldn't be an issue.
<Lords of the Locker Room> <Old School>

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dkabib
Posts: 408

Re: Implementation of AAO Buff

Post#37 » Sun Sep 13, 2015 4:09 am

Jaycub wrote:
Edenwolf wrote:
I am guilty of AAO hunting on live, switching zones on the regular, switching teams etc. even to get the smallest form of aao. If my character had the aao buff I was happy, no matter the amount. This lead to bahaviour such as logging to the other realm and/or switching zones every minute until aao was found.
The problem is the ORvR campaign in general does not make the player care more about advancing the campaign towards the end goal, but is so flawed that switching sides to be in a better environment to farm RR becomes more important to the player than anything else.

Realm pride might be the correct term to describe this, but there is more at play. The game on levels even outside of ORvR (scenarios) does not reward people for "winning" or trying to play around the objectives/goals, but rather encourages people to just grind RR.

People care about their characters progression more than anything in the game, even winning. And that is what is fundamentally wrong with the game, not AAO. AAO just gives them even more reason to abuse this, if the system was not fundamentally flawed this shouldn't be an issue.
That is a MMO problem in general, we just have to try and make the best that we can with what we have.
AAO is meant to be an incentive for fighting, and it worked very well for that matter.
Yes some people jump aroud looking for AAO and i'm ok with that, at least makes the zerglings think about not running alone because they may get ganked, so at least they learn something maybe...
Vanhorts

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Jaycub
Posts: 3130

Re: Implementation of AAO Buff

Post#38 » Sun Sep 13, 2015 8:20 am

dkabib wrote:
That is a MMO problem in general, we just have to try and make the best that we can with what we have.
AAO is meant to be an incentive for fighting, and it worked very well for that matter.
Yes some people jump aroud looking for AAO and i'm ok with that, at least makes the zerglings think about not running alone because they may get ganked, so at least they learn something maybe...
You are right that it tends to be a problem in MMO's,

The problem is the incentives are limited? And once you pass that threshold you stop caring about that particular facet of the game while on the character.

The answer to that problem is something that makes a player, who has his SC weapons still care about winning the SC, the player in full annihilator care about whether or not a keep is taken, the player in full sov care about cities, etc...

SC's getting some kind of MMR system, would give players of any level care about winning even if they are RR 100 with SC weapons as they have some kind of ladder to always be climbing, and losing actually has a punishment tied to it (losing mmr).

ORvR is a completely different beast, and a "fix" for that is something I can even begin to imagine. It might not even be possible. But I believe certain cosmetic/title's etc... to chase after would help. Along with removing Sov gear from defending a city, no reason at all to be rewarded with the "best" gear in the game for letting your city get its **** pushed in. A lot of times on live one realm would end up purposely letting their city get pushed to farm gear.
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dkabib
Posts: 408

Re: Implementation of AAO Buff

Post#39 » Sun Sep 13, 2015 4:42 pm

Jaycub wrote: ORvR is a completely different beast, and a "fix" for that is something I can even begin to imagine. It might not even be possible. But I believe certain cosmetic/title's etc... to chase after would help. Along with removing Sov gear from defending a city, no reason at all to be rewarded with the "best" gear in the game for letting your city get its **** pushed in. A lot of times on live one realm would end up purposely letting their city get pushed to farm gear.
Maybe we could add a ladder system? I don´t know, a place where the Renown gained every week is summed up, just like the statues on the capitals, that was nice but no one really bothered.

If you remove any kind of reward to defend a city, few will want to go for it. You may want to give way less rewards for the defenders, that way they may still try to prevent a keep siege.
Well, cities is a thing fo the future, when T4 is up and running full force (which I hope it will), then we can start thinking about cities, no rush for that.
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Tiggo
Former Staff
Posts: 1948

Re: Implementation of AAO Buff

Post#40 » Sun Sep 13, 2015 4:47 pm

aao buff so you fully maxed out in 1 day instead of 2? whatever... wont change anything.

if AAO means a handicap system (more life, more damage, less hp of keep lord etc.) im in for yes.

all other will just do: nothing but more whine in forum as even more low level players will run around because they get aao and constantly being killed by lvl26 players in the lake.
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