rvr, forts, cities
Posted: Tue Jun 09, 2020 10:18 am
I think there's a problem with the game that's getting worse. Judging by what I read on the forum, hear in-game from other players, and see on the mainpage population tracker I'm not the only one who feels that way. There's discussion about problems with citylogging, with forts, with throws (can I use that word? Hard to find mention of it in the rules anywhere, I did look). From my perspective, the quality and quantity of fights to be had in rvr is dropping really fast.
The thing I haven't seen mentioned much since the talk surrounding the "free invaders" period is reward structure in rvr. Who gets what, and how they get it. Players are mostly going to act according to their perceived self-interest. If self-interest puts them in conflict with other players in their faction, there will be conflict. If following self-interest leads to actions that are bad for the game, the game will suffer. It looks like both these things are, increasingly, happening. To sort according to goals:
Vanq or lower-- these players benefit from fights (RR, medals, inf/xp) and zone flips. Rewards are better on a win, but "win" can mean a successful keep defense almost as much as a zone flip.
Invader-- these players really only benefit from forts. Slightly better rewards for winning than losing. Very small benefit for purp/gold bags or for defending a pre-fort zone, but only with full vanq unlocked (looks like vanq-only is implemented now, I was getting the 2 inv on alts but now I don't seem to be).
Sov-- famously, these players only benefit from city. It doesn't matter which city. Better rewards for winning the actual city, but if this victory comes after losing every single zone to get there it doesn't matter at all. Very small benefit from purp/gold bag in rvr.
Looking at the above, some things are clear. First, the "vanq and below" people-- new players and alts, etc-- are good for the game when they follow self-interest. Fights happen, there's population in the lakes. Maybe it's just a fight back and forth between the warcamps in reik or eataine, but there's rvr happening and people for the WE/WH to gank. This set always benefits when their faction wins a fight or a zone.
Second, the invader and sov players often aren't good for the game (at least the rvr part) if they follow self-interest. Both sets want forts, neither set really care which forts. So if order sees Kadrin contested, the inv/sov sets benefit from a loss. Maybe they xrealm and try to take the zone for destro, maybe they try to sabotage the defense actively or in t4/local chat (3rd floor def!) All this creates conflict and bad feeling in the community, and hurts the quality of fights (why is the funnel so empty?) Then if it gets to fort, quite often the invader set wants to win the defense (a royal and another fort soon) and the sov set wants to lose (city). Of course the mentality bleeds into other areas quickly, conflict between members of the same faction and thoughts about which fights aren't worth the trouble or might be beneficial to lose. And you wind up someplace that looks familiar, with mistrust and resentment in chat and rvr lakes increasingly empty as those who come looking for a fight are unhappy with what they find.
Maybe this is an old problem that's been talked to death long ago, I'm one of the people who came here in March (knew about the server years before, but sadly it seemed too empty to be viable the couple times I looked into it). I didn't put this in suggestions, because I'm not offering any solutions here-- just trying to identify a problem. This is the situation I see. I'd love to be wrong.
The thing I haven't seen mentioned much since the talk surrounding the "free invaders" period is reward structure in rvr. Who gets what, and how they get it. Players are mostly going to act according to their perceived self-interest. If self-interest puts them in conflict with other players in their faction, there will be conflict. If following self-interest leads to actions that are bad for the game, the game will suffer. It looks like both these things are, increasingly, happening. To sort according to goals:
Vanq or lower-- these players benefit from fights (RR, medals, inf/xp) and zone flips. Rewards are better on a win, but "win" can mean a successful keep defense almost as much as a zone flip.
Invader-- these players really only benefit from forts. Slightly better rewards for winning than losing. Very small benefit for purp/gold bags or for defending a pre-fort zone, but only with full vanq unlocked (looks like vanq-only is implemented now, I was getting the 2 inv on alts but now I don't seem to be).
Sov-- famously, these players only benefit from city. It doesn't matter which city. Better rewards for winning the actual city, but if this victory comes after losing every single zone to get there it doesn't matter at all. Very small benefit from purp/gold bag in rvr.
Looking at the above, some things are clear. First, the "vanq and below" people-- new players and alts, etc-- are good for the game when they follow self-interest. Fights happen, there's population in the lakes. Maybe it's just a fight back and forth between the warcamps in reik or eataine, but there's rvr happening and people for the WE/WH to gank. This set always benefits when their faction wins a fight or a zone.
Second, the invader and sov players often aren't good for the game (at least the rvr part) if they follow self-interest. Both sets want forts, neither set really care which forts. So if order sees Kadrin contested, the inv/sov sets benefit from a loss. Maybe they xrealm and try to take the zone for destro, maybe they try to sabotage the defense actively or in t4/local chat (3rd floor def!) All this creates conflict and bad feeling in the community, and hurts the quality of fights (why is the funnel so empty?) Then if it gets to fort, quite often the invader set wants to win the defense (a royal and another fort soon) and the sov set wants to lose (city). Of course the mentality bleeds into other areas quickly, conflict between members of the same faction and thoughts about which fights aren't worth the trouble or might be beneficial to lose. And you wind up someplace that looks familiar, with mistrust and resentment in chat and rvr lakes increasingly empty as those who come looking for a fight are unhappy with what they find.
Maybe this is an old problem that's been talked to death long ago, I'm one of the people who came here in March (knew about the server years before, but sadly it seemed too empty to be viable the couple times I looked into it). I didn't put this in suggestions, because I'm not offering any solutions here-- just trying to identify a problem. This is the situation I see. I'd love to be wrong.