Re: BOs mechanics suggestion
Posted: Wed Apr 10, 2019 8:19 am
Here's my two cents based on seeing the effects of the current changes as well as past experience in other mass pvp games.
Suggestion Goals:
1. Encourage actively playing instead of passively standing around soaking up reward ticks.
2. Reward attempting to take objectives.
3. Reward attempting to hold objectives.
4. Encourage spreading out to defend multiple BO's instead of blobbing and doing a brainless zerg patrol when possible.
Assessment of player populace and psychology:
There are two main groups of players, with some overlap, those that play primarily to fight, and those that play primarily to advance along the path of least resistance. The latter are unfortunately the majority so any changes must be taken into account to ensure they show up to drive the pvp content for the former.
BO's (all tiers)
Capturing a BO will award the attackers an upfront chunk of Renown and XP/gold based on the rank of the BO at the time of capture. The capture timers should be relatively short to punish leaving a BO deserted or under-defended, and to encourage small groups to seek out and cap enemy possessed BO's that are in such a state for the easy renown gains.
BO's rank up over time as they are held, and decrease in rank when captured. (This is to discourage BO "trading", constant flipping a particular BO over a short time window would rapidly de-rank it back down to level 1) Defensive kills within a BO also cause it to rank up faster. High ranked BO's contribute more to the zone control ticks as well.
Possession of a BO grants the possessing side a zone wide scaling bonus based both on the rank and number of BO's held.
Defending a BO grants the local defenders at that BO an additional scaling bonus to renown/xp/gold rewards based on the rank of the BO, which stacks with the zone wide bonus. (Perhaps to the point of ensuring a minimum floor on kill rewards to make it worth killing even attackers that normally only grant 1 xp/renown) Also, defensive kills also get added into the zone lock reward pool bonus.
BO's (T2+)
BO's in addition to the prior mechanics, also interact with the keeps in their zone by granting a defensive bonus to the Lord. This is to encourage both taking *and* holding BO's even during a keep assault. Attackers will want to take BO's to weaken the Lord as well as to gobble up the BO capture reward. Defenders will also want to hold all the BO's to make the Lord as beefy as possible, as well as to keep their zone and local defense bonuses stacked as high as possible.
Mechanics not used and why:
BO lockout timers, be they hard timers or soft timer on the reward schema: this is because it encourages blobbing by preventing or discouraging an immediate recap by a small group once a zerg caps a BO and moves on. BO's should require and reward constant defense at all times to encourage zerg fragmentation over time.
Suggestion Goals:
1. Encourage actively playing instead of passively standing around soaking up reward ticks.
2. Reward attempting to take objectives.
3. Reward attempting to hold objectives.
4. Encourage spreading out to defend multiple BO's instead of blobbing and doing a brainless zerg patrol when possible.
Assessment of player populace and psychology:
There are two main groups of players, with some overlap, those that play primarily to fight, and those that play primarily to advance along the path of least resistance. The latter are unfortunately the majority so any changes must be taken into account to ensure they show up to drive the pvp content for the former.
BO's (all tiers)
Capturing a BO will award the attackers an upfront chunk of Renown and XP/gold based on the rank of the BO at the time of capture. The capture timers should be relatively short to punish leaving a BO deserted or under-defended, and to encourage small groups to seek out and cap enemy possessed BO's that are in such a state for the easy renown gains.
BO's rank up over time as they are held, and decrease in rank when captured. (This is to discourage BO "trading", constant flipping a particular BO over a short time window would rapidly de-rank it back down to level 1) Defensive kills within a BO also cause it to rank up faster. High ranked BO's contribute more to the zone control ticks as well.
Possession of a BO grants the possessing side a zone wide scaling bonus based both on the rank and number of BO's held.
Defending a BO grants the local defenders at that BO an additional scaling bonus to renown/xp/gold rewards based on the rank of the BO, which stacks with the zone wide bonus. (Perhaps to the point of ensuring a minimum floor on kill rewards to make it worth killing even attackers that normally only grant 1 xp/renown) Also, defensive kills also get added into the zone lock reward pool bonus.
BO's (T2+)
BO's in addition to the prior mechanics, also interact with the keeps in their zone by granting a defensive bonus to the Lord. This is to encourage both taking *and* holding BO's even during a keep assault. Attackers will want to take BO's to weaken the Lord as well as to gobble up the BO capture reward. Defenders will also want to hold all the BO's to make the Lord as beefy as possible, as well as to keep their zone and local defense bonuses stacked as high as possible.
Mechanics not used and why:
BO lockout timers, be they hard timers or soft timer on the reward schema: this is because it encourages blobbing by preventing or discouraging an immediate recap by a small group once a zerg caps a BO and moves on. BO's should require and reward constant defense at all times to encourage zerg fragmentation over time.