Azarael wrote:Something a lot of people don't seem to understand is stupid is allowing an uncontrolled population state in a team game. Point to a single successful game which does not implement some means of population control, either directly or indirectly. Even WAR's scenarios implement population control, and people complain heavily when they're outnumbered in a scenario. I don't understand why people think this is different for RvR.
Get it through your heads: this isn't a real war, it's a game. That game stops being fun when you can lose because the ground state of the game is not fair, i.e. the factions are not numerically balanced. That is a HUGE problem and it needs to be solved. If said solution means that solo players suffer, I don't care, because it's RvR, not 1v1. If that means that two groups trying to have an organized 6v6 in a zone, playing completely independently of the campaign, in a zone that's populated enough and active enough to be in a state where rations would apply, have their private sideshow ruined? I don't really care about that either. Macro considerations come far above micro ones.
Every measure that's taken to address it, someone complains. Mythic's fortress hard lock, the diminishing rations soft lock, the proposal to use siege weapons as anti-zerg. The only one that's ever worked for people is a three-realm game and it's not an option. Bearing in mind that I will not allow a state to exist in which a realm can win purely by virtue of numbers alone, I'm interested to hear what exactly the people coming in to complain about the solution (while not offering any advice outside of "remove it lol", which I will ignore outright) would propose to do about this.
Az we all appreciate the work you and others put in and the time you take out to justify your implementations and explain the thinking behind them, what me and others are thinking is there are other ways to help prevent or make it more difficult for the more populated realm instead of just a flat artificial damage buff/debuff, it kinda reminds me of how heroic defender buff worked on live, you would either love it when you killed the ram or you thought it was the worse idea ever when your ram was destroyed.
I know you are very limited by what you can do due to not being able to patch the client at the moment but imho i would just wait until you can, the ideas you have mentioned in the past were very exciting and would make a difference when keep funnelling comes into play.
I played a bit yesterday (before u patched) and from what i saw my fears were correct, the more populated realm just blobbed, i thought the big picture was to split up the blob but with a debuff/buff to damage it does the opposite imo, i will play tonight and see but im very dubious about this working at all.
As for the issues you listed about numbers always winning well thats always going to be the case, if you make 10 players beat 15 players who are all as evenly skilled then you are just going to piss off the 15 players and which point you are better off changing sides and from what i saw yesterday ppl were more inclined to xrealm to avoid being penalised by there realm and sadly i am one of them.
Again we all appreciate your work and we are all testers so we shall see but i really hope you look at other ways to counter zerging because from what i can see this has not helped.