You need to understand that there are tons of people with different value systems than you, me, penril, ptp3, the devs, etc etc.roadkillrobin wrote: ↑Wed Aug 15, 2018 3:19 pmAnd thats what happen even with not punishing for giving up. They log off or switch realm even tho there are more rewards to gain relativly.Penril wrote: ↑Wed Aug 15, 2018 2:59 pmA lot of people work simply because they would be bored to death without a job.roadkillrobin wrote: ↑Wed Aug 15, 2018 2:51 pm But thats how human psychology function. No one would work if they weren't punished for not doing so. No one would go to the gym if they could just maintain their physique by doing nothing. The rewards in life comes from putting in more effort relitive to their enviromental peers by doing stuff that is allready essential to them even exist in the first place.
A lot of people actually love going to the gym.
And even if we pretended for a second your examples weren't terrible, fact remains this is a video game and if you punish me for not playing the way you want me to play, i will just play something else![]()
Soccer is also just a game. If you leave walk over enough times in any you eventually get thrown out of the leuge.
I personally enjoy most content with I am playing with people I know. Winning/losing doesnt matter as much to me. Rewards matter some. To other people rewards are the end all. I like good fights, some people want easy mode.
Most people log in to video games for whatever it is that brings them enjoyment. FORCING them to do something that they don't enjoy will not keep them playing your game for long at all. Rewarding them with something that helps them in the content they do ENJOY can sometimes get them to do it, chapter 22 PQs come to mind for hardcore pvpers.
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You could assign a scenario or small list of them each week that will generate resources based on the score of the match for both realms. This scenario list would only be queue-able by 40/40+. This would be to keep lesser geared players from feeding into the enemy's resources (at least in scenarios). Probably would want most scenarios to be adjusted to be less rewarding of kills and more rewarding of objectives in the scenario. Increase the benefits for owning BFOs for keep offense/defense. Lower the threshold for getting to rank 5 keep. Keep BFOs generating rp/inf/xp all the way to rank 5. Have the zone cap at keep rank 5, or upon keep take.
This would allow for 6mans to help the realm capturing BFOs (boring) or through scenarios that have better geared players in them. Blobbing the keep can still happen, but full blob allows just a handful of enemy players to make the keep lord impossible by taking BFOs. You can put a very small time lock on BFOs your realm captures if your inner keep wall is down (like 2 min). Deadlocked zones could be pushed over by better BFO control in conjunction with scenario wins (and near losses).