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

Posted: Thu Oct 01, 2015 5:51 pm
by dkabib
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.
Azuzu wrote:Isn't it also possible the afk'ers on both sides would cancel each other out?
Well, considering we might have players on both Warcamps AFKing, it may work well?

I rather have that than no AAO. I'd be happy with it, and if you implemented it without mentioning this, no one would ever notice :D

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

Posted: Thu Oct 01, 2015 5:53 pm
by Sulorie
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.
Is the the reason why people are bolstered in their rank the moment they teleport to a zone instead of when they leave the wc and enter rvr like on live?

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

Posted: Thu Oct 01, 2015 5:54 pm
by Tiggo
why should destro (or order) get aao when 90% of them afk in warcamp?

in the state PVE is right now i would simply count any player in a tear towards the AAO population, or even better all players in a certain lvl range no matter where they are. Its one sides responsibility to bring the people to the battlefield.

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

Posted: Thu Oct 01, 2015 5:55 pm
by dkabib
Tiggo wrote:why should destro get aao when 90% of them afk in warcamp?

in the state PVE is right now i would simply count any player in a tear towards the AAO population, or even better all players in a certain lvl range no matter where they are. Its one sides responsibility to bring the people to the battlefield.
The way that it is atm you would see people with AAO locking zones.....

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

Posted: Thu Oct 01, 2015 5:56 pm
by Tiggo
dkabib wrote:
Tiggo wrote:why should destro get aao when 90% of them afk in warcamp?

in the state PVE is right now i would simply count any player in a tear towards the AAO population, or even better all players in a certain lvl range no matter where they are. Its one sides responsibility to bring the people to the battlefield.
The way that it is atm you would see people with AAO locking zones.....
explain please?

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

Posted: Thu Oct 01, 2015 5:58 pm
by dkabib
The buff not only provided incentives for defense, but it was a good way to scater players over different lakes.
I remember people would call in global chat, "400 aao in Praag", and people would go there because the reward for fighting those odds were gigantic.

It was the best addition Mythic made to incentive fighting.

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

Posted: Thu Oct 01, 2015 5:59 pm
by dkabib
Tiggo wrote:
dkabib wrote:
Tiggo wrote:why should destro get aao when 90% of them afk in warcamp?

in the state PVE is right now i would simply count any player in a tear towards the AAO population, or even better all players in a certain lvl range no matter where they are. Its one sides responsibility to bring the people to the battlefield.
The way that it is atm you would see people with AAO locking zones.....
explain please?
Simple, it's not hard for me to see Order locking zones with 45% population. You want them now to lock and get more because of AAO with no one defending, but because there are players somewhere else, maybe in IC's Monolith roleplaying?

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

Posted: Thu Oct 01, 2015 6:00 pm
by Azarael
Sulorie wrote:Is the the reason why people are bolstered in their rank the moment they teleport to a zone instead of when they leave the wc and enter rvr like on live?
Partially. Only the Empire and Chaos zones in T2 are set up correctly - the other two pairings don't have the right flag set.

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

Posted: Thu Oct 01, 2015 6:01 pm
by Azuzu
Tiggo wrote:why should destro (or order) get aao when 90% of them afk in warcamp?

in the state PVE is right now i would simply count any player in a tear towards the AAO population, or even better all players in a certain lvl range no matter where they are. Its one sides responsibility to bring the people to the battlefield.
I believe AAO should be implemented the way it was on live. Having AAO count EVERYONE instead of just those actively taking part in the fight is a bad idea, in my opinion.

People log on and play for lots of different reasons, crafting, rping, grinding mobs, doing SCs. Those people aren't taking part in open RvR and shouldn't have an effect on AAO.

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Like I suggested in my other post, I think adding a fast, say 2 - 4 minute afk boot timer to those afking in the RvR lakes would help combat Afk'ers skewing the AAO.

What do you think of this idea Aza? (I'm not sure if something like that is even possible.)

This would also help discourage people from afking in the zerg as they take keeps.

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

Posted: Thu Oct 01, 2015 6:02 pm
by dkabib
What Azuzu is mainly trying to find out is if it's viable to add? Maybe too much work? (I know nothing about that)
Do the devs consider it a good way to improve RvR (Improve, not solve it)?