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suggestion to addition of aao bonus

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Grock
Posts: 918

Re: suggestion to addition of aao bonus

Post#11 » Wed Sep 29, 2021 3:57 pm

sullemunk wrote: Tue Sep 28, 2021 8:53 pm Id rather see a 10% of the aao as combat bonuses, so if you have 120% aao you'll gain
+12% Damage Dealth
-12% Damage Taken
+12% Healing Recieved
This is a slippery slope though.

Its better when these types of effects happen on a level of class mechanis, because this way they work locally in specific engagements, rather that affecting PvP balance globally in the whole zone, even if its a 6man hunting solo players.
A simple example of such mechanic is the difference in target caps between group heals and AoE attacks - one only hits up to 6 targets, while other up to 24, meaning AoE heals scale up with ally numbers worse than AoE attacks scale up with enemy numbers.
Another example is Slayer's Even the Odds ability, which gives stronger buff the more enemies yout hit, which in principle means that a smaller group will get more benefit vs a larger group than vice versa (ignoring the fact that in the current state the ability is nearly worthless and is capped at only 9 targets)

At the same time healing effects that can heal out-of group with high target caps play directly into supporting zergy groups.
Last edited by Grock on Wed Sep 29, 2021 4:20 pm, edited 3 times in total.
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Grock
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Re: suggestion to addition of aao bonus

Post#12 » Wed Sep 29, 2021 4:14 pm

nebelwerfer wrote: Mon Sep 27, 2021 5:33 pm Hey forum, back with a new idea here :mrgreen:

give unique currency for fighting against all odds, droprate of which will be determined by the amount of aao you have.
I think giving a special currency for fighting under AAO is a great idea, however i disagree with some of the suggested rewards. Things like item sets or unique powers would make it a target for a grind, at which point people will start looking for ways to trick the system to gain advantage.

However, cosmetics and trophies to show off your grit could be a very good reward option. Not sure how possible it is for the team.
Using this currency as another way of obtaining already existing high-end potions - like those sold for Vanq or Ranked coins - is also a good option.
This could also include RR gain pots, since many players already use AAO ganking as a swift way of leveling.

That said though, the important reason why AAO "doesn't work" in this game is because its benefit is fundamentally based on securing kills - but if you can't land kill when being zerged down the AAO benefits become null.

I believe that in order to make AAO better it needs to play more into the guerilla warfare theme and reward that sort of playstyle - things like back-capping BOs, destroying supply boxes and ganking (for example disabling the "target has been killed recently" thing).
The goal should be to just generally slow down the progress of overpopulated side, and to force them to split their force, giving the outnumbered side an opportunity to strike and ambush the smaller groups.

How to achieve that is up to a brainstorming session, though i already have some ideas.
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Waaghaa
Posts: 215

Re: suggestion to addition of aao bonus

Post#13 » Thu Sep 30, 2021 12:23 am

No, I think giving something extra then RR when under AAO is a bad thing, hell I have been playing this game a long time now (on and off) and if there is rewards for AAO, then the only thing that will happen is that people will x-realm more than they are doing today.

As long as the main problem, which is and has always been in RoR, is not fixed, then rewards when under AAO will simply not work.
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pvprangergod
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Re: suggestion to addition of aao bonus

Post#14 » Thu Sep 30, 2021 3:06 am

Stahn123 wrote: Tue Sep 28, 2021 4:33 pm The outnumbered realm (Destro in 99% of the cases) simply needs another bolster effect to compensate for their numbers. They need to be able to drop 1-2+ to balance out the realms during the 20 hours Destro is being steamrolled per day. At night, Destro hardly even shows up and chat is full of nothing but defeatist statements at how worthless going into rvr is, how they're going to swap to Order and make the problem worse, etc because there has been NOTHING done to fix this enormous issue that is breaking the game. AAO needs to apply a buff or debuff to balance the playing field to some extent. This is to encourage more players to play the losing side for quicker leveling and bring balance back to fights.

I can't tell you how many times I've gone out to run flags betwen 8pm-1am NA time only to have the 3 or 4 people running boxes (the ONLY source for renown) get swarmed by 2 groups of Order while another 3 groups are attacking the keep with a ram. It's constantly 1-2 groups of Destro vs a warband+ of Order all night long. I've seen *4* keep attacks in a MONTH during my play time, and of the 4 attempts, 2 have failed at the outer door. It makes doing the Live events impossible even though I play for hours a night. There needs to be some serious reworking of ORVR with such an imbalance of players. Last night for instance, chat was full of destro on all channels basically saying the game was pve only since rvr was so heavily Order heavy that it made it unplayable. Of course, SC's don't pop either due to lack of population or Order signing up for them because they get just as much renown in orvr that also generates city and tons of easy mode gold bags. RVR in it's current state is broken FOR Order 20 hours a day and needs to have a serious adjustment to make it playable.

This is the honest state of the game and it needs to be addressed. When only 300ish people are online the server, every member counts. When 57%-60% (tier2+) of them are all on the same side and all in rvr vs 43%-40% (tier 2+) you end up with rvr being AT BEST 110ish players vs 80ish players, assuming EVERY member of both realms are in the lakes, but they aren't. They're crafting, farming materials, trying to run dungeons, etc. Especially on Destro who is already outnumbered at best. This drops their numbers even more when every member counts. The evening warbands often have about 1.5-3 groups at most vs a warband+. All they really do is slow down the Order pve in the lakes for bags and get subpar rewards for the effort. Don't take my word for it though, they need to do some serious monitoring of the events and player activity so Order players can't jump and skew the findings of it, then implement a change based on findings.
morale gain should increase based on how many enemies/allies are within X distance of you e.g. 100-200ft

pvprangergod
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Re: suggestion to addition of aao bonus

Post#15 » Thu Sep 30, 2021 4:43 am

sullemunk wrote: Tue Sep 28, 2021 8:53 pm Id rather see a 10% of the aao as combat bonuses, so if you have 120% aao you'll gain
+12% Damage Dealth
-12% Damage Taken
+12% Healing Recieved
morale would make more sense

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Grock
Posts: 918

Re: suggestion to addition of aao bonus

Post#16 » Thu Sep 30, 2021 3:17 pm

Waaghaa wrote: Thu Sep 30, 2021 12:23 am if there is rewards for AAO, then the only thing that will happen is that people will x-realm more than they are doing today.
Thats the whole point of the AAO though, to create an incentive for players to naturally balance faction populations in free ORvR.

The only issue with xrealming is when people do it to get lock rewards from forts (and in the old times keeps & zones), but its a problem with the reward system.
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Bavradai
Posts: 106

Re: suggestion to addition of aao bonus

Post#17 » Thu Sep 30, 2021 7:54 pm

Stop nerfing destruction classes.
Like another poster have said, what about an increase to morale gain?

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