Sedok wrote:A third faction won't solve anything and such a reason is used by people who choose to remain blissfully ignorant of the many nuances of WAR's decline. No game with three factions operates as their proponents claim, that if one side becomes dominant the other two can team up to defeat them; whether its DAoC, GW2, ESO, Planetside, or even Rift's Conquest mode, they all operate the same way. One faction dominates, the second tries their best to counter them, and the third becomes next to non-existent. This makes sense too, because if your goal is to pool manpower to defeat a superior opponent, why would you ever split that 50/50 right off the bat?jackotamo wrote:It will always be like this until there is another 3 faction game.
The most prominent issue with WAR's RvR system is keeping player's morale up, i.e. their will to fight. In theory, when things get tough, you either step up to the plate or loose. However, since this is a game on the internet, players have two additional options when faced with a challenge, log off and/or complain on the forums. Since its human nature to take the path of least resistance, guess which options people choose the most.
"300 moments" are what made me fall in love with this game; the ability for an organized guild to put in tens of hours of training, so that they can stop a "zerg" three, four, five, even six times their number, dead in its tracks. With the changes to WP and BW, we will no longer see something on the scale of <Eternal>'s 48 vs 301 hold of Thaugamond Massif on Vaul's Anvil, but RoR doesn't have 300-man "zergs" roaming the lacks; max I've seen for order is five warbands, that's 120 players, easily manageable with good terrain selection and good organization (and the hamster not having a heart-attack). It all depends on whether or not the players choose to "be change" as the saying goes, and put in the time and effort to halt the Order "zerg".
Its the perception. At least its not just your faction alone constantly losing. Its not the only factor and its not totally fixed by a 3rd realm.
The reason you dont see small groups taking in larger groups is not because there arent groups "trainging". My guess would be its due to the fact that there a smaller disparity in gear power level, the prevalence of diffensive stats and some changes in abitlities/mechanics.
In order to beat a larger force you have to be able to kill very quickly before you get overwhelmed. Being good helps, but its not the biggest factor.
When the game first launched the gear disparity wasnt huge, but there were things like Melee Sorcs/BWs without all the disrupts, CQ and SE/IP built resource instead of spending it. M2s that could stun large chunks of a WB and do good damage.
I could keep going, but my point is that it has less to do with a difference in the players and more to do with the way the game is designed. Based on the way its being designed it seems they dont want smaller groups to be able to take on larger groups.