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Implement Population Controls in ORvR

Posted: Fri Feb 14, 2025 8:38 pm
by CountTalabecland
Destro is zerging all zones during primetime Feb. 14th. More than 300 dest in Avelorn to less than 200 Order.

There is no point in playing as Order. It is just a farm.

The devs need to but hard pop caps in ORvR like they have in forts. Absolutely stupid that destro can zerg that hard.

Re: Implement Population Controls in ORvR

Posted: Fri Feb 14, 2025 9:39 pm
by Zxul
And what exactly do you expect people who only play one side to do?

Re: Implement Population Controls in ORvR

Posted: Fri Feb 14, 2025 9:44 pm
by CountTalabecland
Zxul wrote: Fri Feb 14, 2025 9:39 pm And what exactly do you expect people who only play one side to do?
Play the other/underpopulated side? Just a thought.

Re: Implement Population Controls in ORvR

Posted: Fri Feb 14, 2025 10:05 pm
by Zxul
CountTalabecland wrote: Fri Feb 14, 2025 9:44 pm
Zxul wrote: Fri Feb 14, 2025 9:39 pm And what exactly do you expect people who only play one side to do?
Play the other/underpopulated side? Just a thought.
Didn't had a single order toon on live or here, and not planning to. Try again.

Re: Implement Population Controls in ORvR

Posted: Fri Feb 14, 2025 10:43 pm
by PROsiak
There's plenty of people playing both sides. Unfortunately while playerbase is definitely at fault the whole reward system doesnt help with the issue at all. Literally everything in this game is tailored towards winning side. So what you see is people blobbing, pveing keeps days and days. If u have the opportunity to play during earlier hours i encourage you to try. There's often dominance from one side too, but since the active population is much smaller u can have higher impact. Theres more small battles all around so feels a lot more engaging to play.
Also i do not see it mentioned on the forums often. The game became much much worse on handling higher population zones. I thought it was mostly LOTD issue. I stopped participating once i experienced that lagfest of an event, but apparently zones with enough of high population lag just as much.

Re: Implement Population Controls in ORvR

Posted: Sat Feb 15, 2025 6:17 am
by Keula
CountTalabecland wrote: Fri Feb 14, 2025 9:44 pm
Zxul wrote: Fri Feb 14, 2025 9:39 pm And what exactly do you expect people who only play one side to do?
Play the other/underpopulated side? Just a thought.
So i guess whenever order is dominating you're the 1st person to switch immediately to the underdog side then? Despite having 0 destro characters mentioned in your signature, not saying you don't have destro chars, probably do, but you know just an observation. Like ppl play what they want to play and not everyone wants to have/play alts.

Also why even complain about a single day of rvr pop imbalance in the 1st place? It isn't anything new that one side has more pop, happened manymany times both sides and account created in 2016 should know that.

Re: Implement Population Controls in ORvR

Posted: Sat Feb 15, 2025 7:25 am
by Bozzax
CountTalabecland wrote: Fri Feb 14, 2025 8:38 pm Destro is zerging all zones during primetime Feb. 14th. More than 300 dest in Avelorn to less than 200 Order.

There is no point in playing as Order. It is just a farm.
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Re: Implement Population Controls in ORvR

Posted: Sat Feb 15, 2025 7:29 am
by Rubius
Wholdar has done a good job charting the actual population shifts over the last few months here: https://maartenson.net/ror_graph.html

It tells us that right now Destruction clearly has the population advantage on average, which often means better chance of success in any content where numbers help, like RvR. But organization also matters a lot too - put 80 coordinated discord players up against 140 purely pug players, and I'd bet good money the Discord players will win every engage.

In the past, we've also had windows where Order was the dominant force for many months at a time. Before that, it was Destruction again. Population advantage tends to be a pendulum that always eventually swings its way back to the other side with enough time.

A lot of the more recent changes to RvR can be really helpful for the outnumbered realm, like Keep Claiming and keep upgrades. Organization is the real name of the game if you want to win against greater numbers, so I'd recommend to start by building a team of friends or a small guild and growing from there.

Re: Implement Population Controls in ORvR

Posted: Sat Feb 15, 2025 8:10 am
by voina817
Wouldn't it be good to implement a Renown rank up/down system using AAO?
The goal is to achieve a 1:1 population balance, providing a Renown increase buff to the side with a low population, and a Renown decrease debuff to the opposite side.
If you keep playing only on the side with a high population, your rank may eventually go down.
I think it would be good to use a method like this to induce players to achieve a 1:1 population balance on their own.
There's no problem for people who only play on one side. Just keep playing. Same goes for me.
Since it's taking advantage of the psychology of people who move between factions, they will find a balance on their own.
In addition, if we slightly modify the fort's personnel limit system to field RVR and apply it, wouldn't it be possible to distribute the population to each RVR zone and additionally reduce lag?
Of course, the first thing that should come before everything else is to achieve a balance between classes.
That's just my opinion.
Sorry for using Google Translate.

Re: Implement Population Controls in ORvR

Posted: Sat Feb 15, 2025 8:48 am
by Lion1986
in my opinion "forcing" a faction to get into the other due to pop disparity will just cause further population quitting the game.