1. Give 10% (number can be adjusted) more renown OR renown from keep takes while in another zone for any player pushing a zone by capping BOs, running supplies, or holding back other side in a zone which is not currently under siege.
- Purpose:
- Issue:
2. Give 6man groups some type of incentive (extra renown, different/more currency, or some type of reward) to be in a zone where a keep is not being taken and set it up to be taken.
- Purpose:
- Issue:
In the current system there is no real reward for being in a zone (other than gaining contribution) where a keep is not being taken. I think we saw with the invader issue from a few patches ago where people FLOCKED to zones with the most reward potential. Hence, why we get zones with 400 vs. 200 even with other zones open and empty due to the massive reward. If players want cities they have to go to zones to either flip AND/OR prepare the next one. I think in both cases players will be encouraged to not just be in the zone that is about to flip.
Also, I think this changes would go very well with an idea I read by Haasid (a change I would make over mine):
The reason I think Haasid’s idea would go together with mine is because if down to just one zone the two ideas I had would not be possible. Again, we would be at a 300 vs 300 stalemate and, as Haasid says, “(player fatigue) rather than strategy” would set in. No one wants player fatigue to be the reason for a zone flipping or people to quit.One of the fundamental designs of RoR is the three-zone-split of t4 into forts. The three-zone-split is basically good game design. By splitting the war into three zones the side with the smaller population can push several zones to get a population advantage in at least one zone. That system works really well as long as the three zones stay open. Even with one zone locked it works to split the war. But if both sides get a fort lock there is only one zone left and the winner will most likely be the faction who have the most people stay online when the majority of the server population logs off. The war is won by attrition (player fatigue) rather than strategy. Even organized warbands can make little difference in this war.
As with all ideas there are sure to be issues or things I don’t see. I would love to hear tweaks or adjustments you have for what is mentioned and I will update accordingly. But something needs to be done to prevent what the EU is going through and to stop the one zone stalemate.