Post#123 » Tue Jan 16, 2018 12:06 pm
What about the "meme" that being in successful warband that causes your own realm to lose AAO (we started with 100 AAO yesterday, 3 hours later enemy has 60 AAO) and causes enough grief on your enemies that makes vast numbers of pugs either log off, and maybe minor number of them to hop on our "underdog" side, which eventually reverses the situation.
And even though facing 100-40AAO odds for 2 hours, in the end enough enemies give up and resulting in us possibly taking a zone where the enemy has been demoralized and decimated to reach a zone lock conclusion where we get penalties to our rolls for having slaughtered +1k enemies and turned the tide, only to shoot ourselves in our own feet when it comes to bags?
Throwing a valiant, maximum effort, numbers upsetting row of defensive victories that changes the situation in the field is something that feels like a penalty now. Throwing a halfassed defence where you do a few kills with AAO and then "suffer" from losing gets better rewards bag-wise.
Getting worst bags for giving 110% effort is getting tiresome. If we wanted to "game the system" we would do 20-30 mins farming kills with AAO, then AFK in warcamp and watch enemy lock the zone whilst our realm retains AAO, and probably get better bags.
Obviously you can't balance the game around what TUP/(any other organized warband guild) does, but it feels like we are given perverse incentives.
edit: many people in our guild already figured out that to get bags you must play outside guild warband sessons, getting kills in smallscale action and on the losing side. Somewhat ironic.
Last edited by
Aurandilaz on Tue Jan 16, 2018 12:08 pm, edited 1 time in total.