Alubert wrote: ↑Fri Nov 29, 2024 1:19 pm
Albais wrote: ↑Fri Nov 29, 2024 7:38 am
Aethilmar wrote: ↑Thu Nov 28, 2024 8:25 pm
Hold your horses there mister. Let's see how this plays out before we start advocating making it permanent. It might be as you say OR (based on years of playing with these folks) it will make kill farming by zerging even more of a thing.
People always make an assumption it is a lack of willingness to fight. Instead it is a lack of willingness to fight for bad rewards. And the cold, hard truth (as a semi-professional soloist who plays the AAO side because he is stupid) is the rewards for zerging far, far, far outweigh the rewards for getting zerged. Nothing in here changes that equation and, quite frankly, this may just make it worse since now you even more actively get rewarded for safe kills.
My main point was that a mechanic that boosts the underdog (like giving them higher stats each time they are killed) in a way that incentivizes them to go out and try again (as having higher stats now makes it slightly more likely that they are able to get a kill in return) is a good idea. Of course, you can think of many other ways to support the outnumbered site. And it might be that this specific implementation does not hit the mark as you predict. But I think the general idea is sound.
Absolutely sick idea.
I accept it only because it is an exotic part of the event.
Rewarding someone for being weak?
Devs you have to be careful with such ideas because as you can see it falls on different ground. Give a finger and they will take your whole hand.
It is not about "rewarding someone for being weak", it is about helping people fight back in situations where their side is outnumbered. It helps to keep the fighting going - which is good for everyone and which is also the thought process behind this buff as spelled out in the patch notes:
Grudgemaker and Vengeance-Driven only apply within RvR, so get into the lakes and don't stop fighting until the enemy lie dead!
Also, the stat bonus that you get after being killed is successively lost for each kill you get.
Every time you die in RvR, you gain a stack of Vengeance-Driven, and every time you or your party kill a player you lose a stack.
I don't see what is "sick" about this idea and why you feel the need to warn the devs from "them" (who's "they" anyways?). It is an interesting mechanic which will be tested in this live event and if it turns out to promote fighting then why not keep it around? You don't have to worry though, I have zero influence on development so your fears of "them with their sick ideas ruining the game" or whatever are unfounded.