Except Order isn't really the underdog faction. Order consistently wins ORVR and most forts due to having more RDPS and have a higher RVR turnout than destro. Giving them buffs would make RVR even more of a shitshow than it already is.malorn wrote: ↑Thu May 07, 2020 10:41 pmIt wasn't 33-66 on every server, but on some it was. The problem itself is really just long-term effects of consistent underpop.EsthelielSunfury wrote: ↑Thu May 07, 2020 9:26 pm What would you change in this to make our faction more appealing to people and veterans? Also, do you not think that because the developers have tweaked quite a few things the faction is much close to 50-50 than 33-66 like it was on live apparently?
This is a very deeply rooted problem in how they set up the faction identities, and how they modeled the classes, it's not something the devs can really fix through balance or a lot of modeling work (thankfully). Since the problem is essentially long-term population mismatch, the solution is to try to offset that mismatch and provide some compelling reasons for people to play the low pop faction with the goal of correcting that mismatch long-term.
The best way I think this could be done without screwing over balance is to buff XP and renown gain for a underdog faction population-wise. To determine that, take the average weighted pop difference throughout the day across the factions and automatically apply buffs to whichever one is at a consistent disadvantage over the previous 2-weeks/month, with the amount of the buff scaling with the amount of disadvantage. This could translate into a higher gear droprate too. Additionally, use that same sort of information to try to funnel new players to the underdog faction, with potentially even larger benefits for the early levels of new accounts. However for a quick and dirty feature, jsut apply the buff globally to the faction and tweak it by hand as developers monitor the population. The automatic part described above is more of a self-sustaining population balance system, but given these are long-term plays it really doesn't need to be programmed in as a system, just something that' easy for devs to change as they see population metrics shift.
For example, Imagine if it was 25% faster to level Order characters for career and renown, and they gained medallions and loot drops 25% faster (The numbers are just for example, don't get hung up on them). For anyone on order thinking of rerolling to a more warband-desirable class, or who wants to have an alt for different realm situations or composition flexibility, this becomes tempting, as is it tempting for destruction players to consider spending time on Order leveling an alt they may end up enjoying. Maybe 25% is too much. Maybe it's not enough. I dont' know. I dont' think something like 10% would be compelling enough, and what is "compelling" is going to vary person to person. I do know at some point you'll get a number that's very tempting to a lot of players, and that long-term this will help correct the issue, its just a matter of tuning. This is a long-term play, so implementing it won't see results overnight, it'll take months before you start to see the effects.
And for the players on the other faction not getting that bonus, I think most would probably be OK with it honestly, since its purpose is to try to balance out the realm so it is a net win for them too long-term when their realm pop isn't stacked and they have faster scenario queues and more RvR action going on.
Also, higher prioritization on aesthetic and quality of life bugs on Order would be a small help. We spend a lot of time staring at our characters, and little aesthetic bugs are going to grate on some people over time, and fixing dying issues or maybe tweaking particularly ugly armor if possible would help out, as would fixing some of the minor annoyances we face every day (like getting dismounted all the time riding through Altdorf, wtf). Things that just make the characters we play and our experience on order more enjoyable would contribute to long-term faction sustain.
Order simply loses more in cities because they have too many RDPS and not as many city loggers as destro.