That is why I said that this being an MMO is such a major problem.Tesq wrote:As one another stated before to penril there is no sense when player need to balance the system, system should balance itself.
You got team balance problems in match-based games? You install a team balancer - we have a skill-factoring balancer up on our UT servers for this purpose. Those games don't balance themselves either if players are free to pick a side.
The closest analogue to forced balancing in this game? Locking players out of the RvR area to maintain population balance within. And if we did that, there would be riots.
You can't develop a system for WAR's type of RvR which will be innately invulnerable to realm imbalance issues. If the fundamental mechanic of RvR is a persistent world state which is designed to benefit the stronger realm (because you fight for area control), anything which empowers one realm is going to have an effect on that system by design.
If you treat RvR as a scenario with anytime enter/exit, no team balancing and a slightly different objective model, you can see very easily why the RvR system itself isn't the problem. If I were to instance RvR to 100v100, the complaints would stop overnight.
This is why I'm not going to put in another rework for RvR in the short term. I have zero faith whatsoever that anyone can come up with a system that addresses this issue without reintroducing merry-go-rounding, which is a solid red line for me.