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Faction balance and how to improve it.

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TenTonHammer
Posts: 3806

Re: Faction balance and people...

Post#11 » Sun Mar 20, 2016 4:32 am

As a fellow na player I understand your pain the main issue is late night naw tarting around 6 pm ish


I just try and play early in the mornings and afternoons now
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feefy1
Posts: 117

Re: Faction balance and people...

Post#12 » Sun Mar 20, 2016 4:59 am

for the working individual (9-5EST) getting home to play around 6-7PM EST, the maps are pretty much dead. Same goes for the SC pops. :(
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Dabbart
Posts: 2251

Re: Faction balance and people...

Post#13 » Sun Mar 20, 2016 5:38 am

it is now 10:30pm PST, and we have 248 players online. When I started in Dec, just 4 months ago, I never saw more than 200 players online after 8pm. Most of the time sub 150.

The numbers are growing! Slowly but surely they are. We just need to get NA organize to compete. But EU isn't all that much better. Just zergs running back and forth currently.

If you get stomped alot, form a premade. If you don't want to SC then get a decent 6man and just follow the zerg or flip BOs and pick a fight. You will do far better than joining random pug WB. Your gaurds will be around you, healers will care, dps will assist, etc etc. Start small.

If there aren't ever any fights, people will stop logging in. It's a vicious cycle I know. But we are growing, not the other way around. Have patience.
Azarael wrote: It's only a nerf if you're bad.

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Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

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drmordread
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Posts: 916

Re: Faction balance and people...

Post#14 » Sun Mar 20, 2016 5:59 am

I do not know if it possible, coding wise, but maybe a way to have some more people on during NA evenings is an instance, or a map (Lots of areas in WAR that can be converted to RvR lakes) that only opens up every 12 hrs for 12 hours only, say 5pm Pacific ( 8pm EST) to 5am Pacific (8am EST). ???

Introduce a new suit of RvR gear and weapons as the reward?

(just an idea)
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Afterlife92
Posts: 195

Re: Faction balance and people...

Post#15 » Sun Mar 20, 2016 6:46 am

The problem is players want to always play on dominant side and they don't want to die and lose same like in wow. I always play more unbalanced side. When I played wow private when majority of good players go to other side and one side gets dominated most time players start to transfer to more dominant side. I play mostly in morning and afternoon maybe little unbalanced on t1 but on t2 order is ok. Don't have much exp on t3 since im new there
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Bankgobbo
Posts: 9

Re: Faction balance and people...

Post#16 » Sun Mar 20, 2016 7:45 pm

In T2 and T3 RVR is determined by which side has the biggest zerg and the most xrealmers on it. Premades come and go, but really only make any difference in scenarios unless the zerg is small and dumb enough to be farmed.

In T4 premades can make a much bigger difference in RVR, but sometimes--or often--it reverts to what I said above.

That's why gankgroups and sly and shy 6-man premades that constantly avoid the zerg start existing on the less populated side; these usually get way more renown than the zerglings get. I remember being in groups or guilds that purposely switched to the losing side because the renown was so much better. I haven't seen much of that in T3 yet, but T4 is usually big enough for them.

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Scambug
Posts: 32

Re: Faction balance and how to improve it.

Post#17 » Sun Mar 20, 2016 10:21 pm

Changed the thread topic to make it less troll and more constructive.
You guys are right, I'm not gonna jump to any conclusions yet. Will wait to see t3 and learn a bit more about RoR.
So I don't have any ideas yet but if some of you do, feel free !

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Euan
Posts: 416

Re: Faction balance and people...

Post#18 » Mon Mar 21, 2016 12:28 am

Torquemadra wrote:
Sizer wrote:
The game doesnt reward the bigger faction with progression, it rewards both, thanks to aao. But defenders play to fight bigger numbers, so getting rid of rewards so the bigger faction stops playing will just lead to everyone quitting.
ehhhhh yes and no, it rewards dedicated premades for sure but with a lack of zerg dispersion mechanics atm pugs cant do much against the full on turtle zergs at 400% aao, I mean 4k renown a kill is sweet on my WH but not everyone plays such a class.

That being said, you know, work in progress, mechanics will arrive eventually.
Not just premades although yes mostly premades. Solo and small parties also benefit from it. I solo'd on my witch elf, mara, choppa, squig herder and shama pretty successfully when there was AAO. A duo or bigger almost guaratees good renown.

I do think the bigger faction benefits more but in T4 that might change even without mechanics just because the maps are much bigger.
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Razid1987
Posts: 1295

Re: Faction balance and how to improve it.

Post#19 » Mon Mar 21, 2016 1:47 am

Scambug wrote:EDIT 20/03/16: Right...as much as I like to bash on xrealmers I'll admit it isn't very constructive. So instead why not make this thread about how we can improve faction balance, AAO or anything closely related ? That's more or less where the thread seemed to be going anyways. So let's have it..ideas, rants, QQs. Whatever, as long as it's about faction balance !
I have gotten pretty aware of how bad x-realming is lately. The last few weeks, my guild can be practically alone as Order in the ORvR lake in T3, and after wiping the Destro zerg once or twice, there's not even 10 minutes later 1, and sometimes even 2, full pug warbands that come out of nowhere. And the destro zerg? Vanished. If this happened once or twice, fine. But it's every. single. time. Without exception.
Now, do I know for a fact, that this is x-realming? No, but it would be very unlikely for so many players (from one faction alone) randomly logging out, and just as many players on the opposing faction, randomly logging in at the very same moment, every single time.

I'm aware that preventing x-realming is impossible, but I think the Devs should seriously consider trying to play around with some different suggestions made on these forums, and see the effect it might have:

A 1-hour timeout for the opposing faction, might be a good first suggestion to try out. It's not very harsh, and it should be relatively easy to see the effect in-game.

My biggest concern about punishing x-realming is that instead of people logging to the opposing faction, they simply just flat out, log out of the game entirely, instead.
But even then, you would have made the ration between the two factions better, by preventing them from reinforcing the "top dog"-faction. So I guess it's still better than what we have now?

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feefy1
Posts: 117

Re: Faction balance and how to improve it.

Post#20 » Mon Mar 21, 2016 4:19 am

Razid1987 wrote:
I'm aware that preventing x-realming is impossible, but I think the Devs should seriously consider trying to play around with some different suggestions made on these forums, and see the effect it might have:

A 1-hour timeout for the opposing faction, might be a good first suggestion to try out. It's not very harsh, and it should be relatively easy to see the effect in-game.

My biggest concern about punishing x-realming is that instead of people logging to the opposing faction, they simply just flat out, log out of the game entirely, instead.
But even then, you would have made the ration between the two factions better, by preventing them from reinforcing the "top dog"-faction. So I guess it's still better than what we have now?

I like this idea. Right now, renown is a big factor in gameplay. Because just having level ranks is ok, having access to gear counts. This could potentially avoid people from farming with the zerg.
Live free, die heroically.

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