Garamore wrote: ↑Fri Jan 07, 2022 12:33 pm
wargrimnir wrote: ↑Fri Jan 07, 2022 2:46 am
There's no alleviating this complaint and there never will be. Someone will always be better geared than you no matter how long it takes you to acquire gear, and it will always feel like you're playing from behind until you finish your gear, at which point you won't have a reason to play since the gear grind is all you play for, and you're rerolling to start the grind again so you can play with some sense of purpose.
The fix for this is to give you a button to push when you create a character. You don't get to acquire gear at all. None. You simply get assigned gear, it's as good as it will ever be, and you don't have to worry about the gear grind since that doesn't matter to you and you derive no satisfaction from the core power scaling inherent to this game. You might as well be playing a shooter or a moba.
I do think there should be a gear grind - just that if RvR was a little more rewarding for killing people than box running or city logging we would get more RvR. On live I think that about 2 years in they had this balance pretty well where you got some stuff from cities but you also got stuff from RvR. The current mechanic drives PVDoor - rather than actual RvR as the rewards are much better for getting contribution from box running and capping empty zones rather than kills. It also drives people to take the easiest way to get royals from city (order stack 70+ premades, destro solo q) rather than people going to city for the fight.
I also think that for the player who plays 4-8 hrs per week in prime time (no cities/few zone locks) the current grind will take them years to get the gear. Would be interested to know the balance of gear across active destro vs active order too. Most people here saying its all fine are mainly order and most people saying its not are mainly destro. The overnight/daytime PvDoor team drive a huge number of bags by giving the ability to easily run boxes and get high contribution to casual order that destro do not have at the moment and havent in the last 6 months that i've been back.
Just a little more rewarding... Like when crests were introduced in the first place? Like the dozen times that gear was reduced in cost? Like when we adjusted drop rates to be more generous depending on your level? This argument doesn't go away by pissing about with the rate of rewards. We have repeatedly in the past made things a little more rewarding, but the request stays the same. Give more faster. My time is being wasted. It's not worth it. If your primary concern with the game is how fast you're getting the gear because it doesn't feel worth it, then maybe it's not the gear and it's the content that should be worked on. I find complaints about cities and forts and RvR mechanics to be far more worthwhile to invest time in, because that actually affects whether or not you enjoy playing the game, which in turn would reduce this feeling of time being wasted.
Changing currency rates is easy, but it's not the core issue. This game is very much intended to take a long time to finish your gear sets, the carrot at the end of the long stick is a slow drip of progression to keep the lizard brain crawling forward. The core gameplay of RvR domination is the main draw, and I'm very much on the side that it could use some significant iteration on existing systems to rejuvenate more variable gameplay with an eye towards equity of realms and playtime. Tipping the scales to make kills more important than objectives would not have the desired effect, making farming kills more important than RvR mechanics means the underdog is being hunted rather than hunting the offensive team at the edges and finding ways to disrupt their progress. That's a trap that doesn't allow a realm to recover morale and would lead to worse outcomes for the underdog faction. Objectives don't fight back, and a smaller realm can dedicate more resources to a single objective to play spoiler, while the larger realm is required to control all of the objectives. The morale of the winning team will deteriorate the longer the underdog team is disrupting their progress. Capitalizing on that morale loss is how you rally your realm and make it desirable to play.
The faction bias thing you're reaching for isn't worth discussing. RvR progression is based on the involvement of the individual, contribution in a zone sticks until the zone is captured, and bags are automatically mailed to you. Just another one of those "little more rewarding" changes that we've made. Playing on the underdog realm can be just as, if not more, rewarding for coordinated groups of players making an effort to capitalize on it. Forts and cities are both instanced and tuned for equal opportunity depending on the coordination involved. Overall realm success is based on leadership, there's no bias in the actual mechanics.