Is AAO Very (too) Difficult to Add?

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Azuzu
Posts: 551

Is AAO Very (too) Difficult to Add?

Post#1 » Thu Oct 01, 2015 2:59 pm

I was wonder if we could get word from a Dev.

I think the majority of the community thinks AAO is a good idea. It's something they want to see in the game, especially with how popular complaining about zergs/xrealmers has been lately. The problem is, I'd imagine adding AAO would be complicated. It has to update/refresh itself as the balance in a zone constantly shifts.



Maybe a Dev can answer this and give the community an idea what your thinking;

Do you plan to add AAO in the future, but are working on more important things at the moment?

Is AAO a difficult mechanic to add?

Is adding AAO not on the agenda, not because of difficultly, but because your not sure if you want to add it yet?


(I'd love to hear everyones opinion)
Last edited by Azuzu on Thu Oct 01, 2015 4:18 pm, edited 1 time in total.
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dkabib
Posts: 408

Re: Is AAO Very (too) Difficult to Add?

Post#2 » Thu Oct 01, 2015 3:18 pm

I wonder the same. When I created the AAO Poll I wasn't expecting it to be as successful as it was, but it's been a while and I didn't notice a single mentioning if it's being worked on, or even if it's not doable.
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Azuzu
Posts: 551

Re: Is AAO Very (too) Difficult to Add?

Post#3 » Thu Oct 01, 2015 3:25 pm

dkabib wrote:I wonder the same. When I created the AAO Poll I wasn't expecting it to be as successful as it was, but it's been a while and I didn't notice a single mentioning if it's being worked on, or even if it's not doable.
It doesn't seem like the community is divided, I think almost the entire community would like to see AAO added.

I assume it was one of those things that would take a lot of effort and is on the back burner until T4, RAs, ect are worked out.

Like I said in the original post, hopefully a dev can shed some light onto if it's something they intend to implement and it's just a time/difficulty issue or if they don't intent to add it yet because they don't think it's needed.
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Meralors
Posts: 89

Re: Is AAO Very (too) Difficult to Add?

Post#4 » Thu Oct 01, 2015 5:18 pm

I'm ashamed, what is AAO? :)

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Nastylicious
Posts: 275

Re: Is AAO Very (too) Difficult to Add?

Post#5 » Thu Oct 01, 2015 5:20 pm

Against all odds for the underdog

bulox
Posts: 6

Re: Is AAO Very (too) Difficult to Add?

Post#6 » Thu Oct 01, 2015 5:30 pm

C est clair tout le monde le veux mais les devs prefere faire des linguettes :)

trop dur de fair quelque chose de bien

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Azuzu
Posts: 551

Re: Is AAO Very (too) Difficult to Add?

Post#7 » Thu Oct 01, 2015 5:32 pm

Here is a quote:
Against All Odds is a passive buff that is activated upon a faction that is outnumbered by more than 20%. All members of the outnumbered faction that are participating in an RvR Lake battle will receive an increase to Experience, Renown, and Influence proportional to the odds stacked against them. Needless to say, this should encourage more activity on the RvR front – the very essence of Mythic’s vision for PvP.
AAO was introduced in patch, 1.3.6. It was a scaling buff that scaled with how outnumbered your side was, starting at 20% and scaling up to a 400% increase.

Here is the quote from the patch notes:
Against All Odds: A Realm outnumbered within an RvR Lake will now receive a scaling bonus to Experience, Renown and Influence based on the odds stacked against them, becoming active when a Realm is outnumbered in a specific Lake by 20% or more. The bonus amount cannot exceed 400%, will not apply to monster kills, and requires a minimum of 6 players from each Realm to be present within the RvR Lake.
Source: http://warhammeronline.wikia.com/wiki/Game_Update_1.3.6


In my opinion, it was one of the best things Mythic added to the game. It helped ncourage the outnumbered faction to fight back and rewarded them for doing so.

It made it that the underdogs could stay ahead of the zerg renown wise, so they had a fighting chance. Instead of being outnumbered, out geared and out RR'ed.

It even got a lot of people, including myself, to reroll the underdog faction, which in turned balanced the sides more.
Last edited by Azuzu on Thu Oct 01, 2015 5:37 pm, edited 3 times in total.
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bulox
Posts: 6

Re: Is AAO Very (too) Difficult to Add?

Post#8 » Thu Oct 01, 2015 5:33 pm

and DEV is order

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Azarael
Posts: 5332

Re: Is AAO Very (too) Difficult to Add?

Post#9 » Thu Oct 01, 2015 5:41 pm

Problem I've got with AAO is that players in the warcamp will contribute to it if I do it in the most obvious way. The boundaries of the map areas overlap, and you're not considered to be in a different area until you fully leave the previous one. Warcamps stand on the border of the RvR area - so the problem you'll have is that players who are in the warcamp will contribute to your AAO if they entered the RvR area and returned to the WC.

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Azuzu
Posts: 551

Re: Is AAO Very (too) Difficult to Add?

Post#10 » Thu Oct 01, 2015 5:46 pm

Azarael wrote:Problem I've got with AAO is that players in the warcamp will contribute to it if I do it in the most obvious way. The boundaries of the map areas overlap, and you're not considered to be in a different area until you fully leave the previous one. Warcamps stand on the border of the RvR area - so the problem you'll have is that players who are in the warcamp will contribute to your AAO if they entered the RvR area and returned to the WC.
That does suck :-/ I get how that can skew the numbers, a lot of Destro seem to afk in the Warcamps. I'm sure it's the same for Order.

I still think a slightly incorrect AAO is better than none at all.

Most nights when I'm out pvping, we are outnumbered significantly. The small amount of afk'ers in the Warcamps I don't feel would make much of a difference. The underdog faction might get say 10% less a kill thanks to afk'ers or 10% more thanks to the opposite factions afk'ers.

Isn't it also possible the afk'ers on both sides would cancel each other out?

Edit: Another idea I just had to help combat this problem. Is it possible to make the afk boot from server time quicker in the Warcamps rvrv area?

That way afk players are booted from the server much faster and don't skew the numbers?
Last edited by Azuzu on Thu Oct 01, 2015 5:54 pm, edited 1 time in total.
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