ReturnOfReckoning wrote: ↑Wed Aug 19, 2020 1:20 pm
[RvR]
- XP, Renown & Influence from returning or destroying supplies it is now split in groups.
- If there are already 4 supply crates at a BO, it will stop spawning more.
- Player kill credit for quests, tome unlocks and live event tasks is only granted to the group members of the one that did the most damage (the one that gets the loot). Previously anyone that did any damage at all got kill credit. Renown and XP works the same way as before.
- Solo kills from solo players are now excluded from the AAO malus.
- The minimum reward scaler for player kills is now increased to 10% instead of 0% if level difference is too high. Or 20% if only renown difference is too high but level is equal. Previously this would scale down to 0% of the reward which would then get turned into the minimum value of 20 renown points.
I know you guys are doing QOL changes BUT, this is the opposite to quality of life changes
Its very anti warband change, very anti new player or lowbie change, and also open to griefing
Getting beastlord quests kill credit now as a lowbie will be a pain for the pocket item, but i guest this wasn't thought about or cared? finding the magus or witch elves needed in first place was hard enough but now your party has a to get kill credit and who is going to want to take lowbie in a serious group? Other serious groups will get the credit (ironically better geared so do more dmg = credit for them not for lowbie lol) so the grind will be extra painful for them... unless they will have to rely on slow SC pops and again extended duration to farm to get basic lowbie fresh gear. Something alot of pre existing characters dont have to worry about... but alts and new players welcome to a potentially bad grind situation.
Warbands, are based on teamplay, you have now put warband groups in direct competition as rival's for something marginal... not really warband friendly, and with pugs you know leader is going to stack the dps in his party so they will get all the credit and others not so much just its really breaking the harmony of team spirit and gameplay.
Another factor is, its open to abuse, I could just follow other organised groups looking for action, bring less tanks, let your "allies" do all the dirty work and be meat shields, just bring ranged dps and take all the credit... the reward is marginal but its opened the potential griefing up massively and they are just looking for fighting/action/assisting/its just a event bro... so the "support" is not really griefing but taking all the reward

Its not a very friendly change to healers/tanks/melee or pugs.
Quality of life changes are suppose to improve things... see above its making basic mandatory things more gated and potential explotation... and it's not going to change zerging at all people will still do it
Need other measures to reduce zerging, there is pro and con's to that though.
Reducing morale bomb btw improved zerging as its harder for organised to counter zergs...
Reducing renown on keeps to 1k like in old times would reduce zerging but would also vastly reduce the playerbase

... as you made it easier to people to level compared to back then where i could fight for hours get a few hundred kills in my party alone and thousand in wb and keep only worth 1k... can almost mindlessly take a empty keep and get rewarded 20-27k renown with so little effort, when appeasing the casual player base you create (stimulate) zerg problem. The campaign and top tier rewards are laregly gated behind the end of campaign, this also is incentive to zerg and push the campaign as fast as possible, a game design issue... having alternative ways to accquire end game campaign is fair (because international server and lot of players miss cities as a result) but it also encourages locking as many zones (zerging) as possible. There is no time spent rewards, i.e the longer a zone is open or more action it sees the higher the reward in that zone, they are all equal just speed and efficency to get to the end of the campaign.
The best solution to zerg problem is third realm but that is probably a practical impossibility creatively and how much work it would require.
To balance zerging on a international server, with so many variables is not easy challenge at all and causes ripple effect problems, but some minor change like you implement just inconviences players but not enough to prevent the behaviour you wish to try and alter. The game design is kinda naturally based around zerging also... previous systems you used a few years ago where you had to split up more for Battlefield objectives was a better system and slightly less zergy, but the get the keep to 2 star system and siege and ignore bo's until post keep fight and just easy zerg lock is part of the problem.
If i was a troll i would run pure rdps setups just to show how absurd these changes are... do you consider the negative side effects when pushing through such changes?
It reminds me of running organised wb's in the past, and you would get many 6 man's tailing you getting last hit kill credit... leaching off you, it encourages similar behaviour for people who maybe want to troll/leach/maximise reward.
Shouldn't teamplay be promoted? shouldn't the curve for new players be easier and not made steeper? Hard to understand changes which cause more problems and dont fix your original problem if you percieve zerging to start getting out of hand which at times it kinda is but that is life cycle of WAR and has been for years. Players are partial problem and always will be taking advantage where they can but its mostly the system encouraging it.