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Population balance?

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User avatar
don775
Posts: 81

Population balance?

Post#1 » Sun Aug 15, 2021 5:25 pm

I would like to suggest a solution to that;

A.Temporary p% stat boost, boost should be given automatically based on the difference between factions.

B.Titles/Trophys for playing the underdog or topdog factions.

C.XP boost for the bigger faction, RP boost for the smaller faction.

That means it is beneficial to choose either side, and playing either side for both newcomers and for vetrans to aquire, while giving greater room for skill to dominate without altering class balance, putting more emphasis on skill for either side.

-I'm referring to a minor boost.

Currently-
Tier 1 (121) :
52-48
Tier 2+ (753) :
42-58
Total 45-55

Reflecting a 10%~ difference or 70+ people online, and it means 315 vs 414 are very much likely to win if classes are balanced, class changes cant fix that.

hope u like it.
Last edited by don775 on Sun Aug 15, 2021 7:08 pm, edited 3 times in total.

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facundo7777
Posts: 402

Re: Population balance?

Post#2 » Sun Aug 15, 2021 5:41 pm

don775 wrote: Sun Aug 15, 2021 5:25 pm I would like to suggest a solution to that;

A.Temporary p% stat boost, boost should be given automatically based on the difference between factions.
Yeah lets boost aao whs and wes more xD

User avatar
don775
Posts: 81

Re: Population balance?

Post#3 » Sun Aug 15, 2021 6:25 pm

facundo7777 wrote: Sun Aug 15, 2021 5:41 pm
don775 wrote: Sun Aug 15, 2021 5:25 pm I would like to suggest a solution to that;

A.Temporary p% stat boost, boost should be given automatically based on the difference between factions.
Yeah lets boost aao whs and wes more xD
Or debuff.

User avatar
ufthakk
Suspended
Posts: 268

Re: Population balance?

Post#4 » Sun Aug 15, 2021 6:41 pm

How about lockout for city ?

User avatar
don775
Posts: 81

Re: Population balance?

Post#5 » Sun Aug 15, 2021 7:00 pm

ufthakk wrote: Sun Aug 15, 2021 6:41 pm How about lockout for city ?
How does it help with the population distribution?

User avatar
ufthakk
Suspended
Posts: 268

Re: Population balance?

Post#6 » Sun Aug 15, 2021 7:38 pm

don775 wrote: Sun Aug 15, 2021 7:00 pm
ufthakk wrote: Sun Aug 15, 2021 6:41 pm How about lockout for city ?
How does it help with the population distribution?
Xrealming is partial caused by push for citys. Like 5 star altdorf needs to be harvest.

Strakar
Posts: 144

Re: Population balance?

Post#7 » Sun Aug 15, 2021 8:02 pm

Order has been pushing IC daily for 6 months, the pop will balance itself over time.

I do agree that some more incentive for the losing side is needed, just try some different things. There's more to progress than just AAO. Like increase drop rate of medals and boxes for the side with AAO. And only when grouped to limit solo roaming, encourage teams.

Can't just expect human behavior to sort itself without reward or punishment. This hardcore philosophy of only winning should get the best rewards is promoting the zerg and pvdoor. We need to promote competitive fights. Maybe the closer the server is to 50/50 pop there is an overall bonus to xp, renown, drop, bag, etc. Volume.

User avatar
don775
Posts: 81

Re: Population balance?

Post#8 » Sun Aug 15, 2021 8:18 pm

ufthakk wrote: Sun Aug 15, 2021 7:38 pm
don775 wrote: Sun Aug 15, 2021 7:00 pm
ufthakk wrote: Sun Aug 15, 2021 6:41 pm How about lockout for city ?
How does it help with the population distribution?
Xrealming is partial caused by push for citys. Like 5 star altdorf needs to be harvest.
It could work initially (if newcomers would've measure that amount of detail), however, over time 5% of one faction would be off and we're back to point A, hence why class changes wouldn't matter either.

I think crossrealming is going to remain and it could use a little upgrade to improve it by forcing power distribution that won't affect individuals and could sway both sides, also why playing either side is to be beneficial over time, depending on the present situation, it just doesnt have to be on the expense of anybody regardlessly if you play one faction or both.

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don775
Posts: 81

Re: Population balance?

Post#9 » Sun Aug 15, 2021 8:32 pm

Strakar wrote: Sun Aug 15, 2021 8:02 pm Order has been pushing IC daily for 6 months, the pop will balance itself over time.

I do agree that some more incentive for the losing side is needed, just try some different things. There's more to progress than just AAO. Like increase drop rate of medals and boxes for the side with AAO. And only when grouped to limit solo roaming, encourage teams.

Can't just expect human behavior to sort itself without reward or punishment. This hardcore philosophy of only winning should get the best rewards is promoting the zerg and pvdoor. We need to promote competitive fights. Maybe the closer the server is to 50/50 pop there is an overall bonus to xp, renown, drop, bag, etc. Volume.
In my opinion the best incentive should be playing whatever you like first, having said that. if you play for whoever has more players that is part of the game, it should give unique rewards just as playing the smaller faction but in terms of actually power relation and most importantly according to the overall present population.

Competitive games are not fun for long if they are not fair but also think about trying to find group members, this sucks. (playing the underdog - I mean)

User avatar
CountTalabecland
Posts: 1026

Re: Population balance?

Post#10 » Sun Aug 15, 2021 8:40 pm

Stat boosts cannot be done. a faction may have zone pop superiority, but locally the can be outnumbered. That won't create stronger defenses as much as super powered griefers, which is not something this game needs more of.
Brynnoth Goldenbeard (40/80) (IB) -- Rundin Fireheart (40/50) (RP) -- Ungrinn (40/40) (Engi)-- Bramm Bloodaxe (40/83) (Slayer) and a few Empire characters here or there, maybe even an elf.

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