Roukino wrote: Fri Nov 25, 2022 1:36 pm
I already know about that ty.
I'm more thinking about changes to encourage players to fight and defend structures. Nowadays, players only take fights they are almost sure to win.
Not in the team anymore, but imo the whole game is super "loser" friendly.
Even if you lose, you win.
Your faction lose a zone lock ? you got renown and crests.
Losing a fort ? Same.
You take an empty BO ? Rewarded.
You gring back a box in an empty zone? Rewarded.
Your lose a Sc ? You get 3 tokens XP and renown, even if you .surrender.
Litteraly doing nothing a player is rewarded, just because he is online (almost).
Those last 6 years, the whole game progression has been facilitated to lift difference between who 'always win' (for orders, it is destro, for destro it is order). So what?
Fun point is the more a player can get doing the minimum, the less he do

. > Path of least resistance.
Fun point 2 is that if defeat takes sense, then player don't play (even if it is a number, on a board) > Ranked Scs.
Don't misundersand me, there are no repproaches against your post, but comes a moment where player must ask themself why they play a MASSIVELY MULTIPLAYER ONLINE GAME; and understand what it means.
Reward could be 1M anything for anything, problem would remain the same. Losers would like to have atleast the same thing a winner have (with less effort/organisation/communication/teamplay/strategy/putthetermyouprefer i assume).
It is all about willing to play with others to build something, having fun, whatever the place, the faction or the number. Reward must always be the trivial part and not the motive.
Since i left the team, i have lot of fun with a little group of players, even we lose a lot. We can be proud of some heroic actions in an ocean of defeats. Those are our rewards.
