Brakh wrote: ↑Thu Apr 14, 2022 11:41 am
Before:
Win: 10 * City Rank
Loss: 4 * City Rank
After:
Win: 20 * (stage + cityRating)
Loss: 5 * (stage + cityRating)
I wonder what makes you to do this change. In my opinion if you want to increase population in the city events, the loosing side shall be rewarded slightly better. Sure, if the philosophy behind is to have this content accessible only for extreme competitive, full coms, sweaty groups then yea maybe increasing only rewards for the winning side is ok. But if you want to drag more casual players I don't think this will work.
Exactly. I get the "dont reward for losing" attitude, but with those deltas you only promote and reward the most hardcore players/warbands, and basically lead others to give up because they dont want (or cannot) play with "the best" and will get rolled over ; basically 90% of server pop.
Same for rvr rewards, while they are globally balanced with bags and contribution, whichever side is winning, but most of all for scenarios ; 1 to 6 for loss/win is kinda brutal for a ratio, and can only lead to people stop even trying, outside of weekend warfront rewards.
The things are, most of the time (about 20h/24 everyday looks like), Order sider being utterly dominated by Destru numbers they simply cannot hope any sort of meaningful fight ; rewarding kills and now, shifting balance of rewards in a fundamentally unbalanced gamemode as cities instances will never encourage participation from both factions.
At best, it will only encourage boycotting cities for all people that have better to do than being slaughtered by the meleeblob fiesta.
Same for LotD for that matters, from which rewards wont even offer meaningful alternatives to old and outdated Genesis. So why bother at all, unless you are on the blobbing side ?
You may want to think more about "rewarding honest participation" wich is not equal to "rewarding the lesser effort".
Also, it can be a good incentive to people to switch side more regularly, by greatly reducing les than 4-5 stars cities rewards (for everyone, maybe evening out rewards for win/loss on a 1 star city), and increasing the time needed to get stars ; this way zerging out on same side 24/7 to push cities with less than 4 stars should be penalized (Too much plundering, nothing left to reap.), same as was before the old system when cities occured twice a day.
People actually switched side everyday/week (sometimes in the same day) to push both 5 stars cities, wich was far more healthier for the server than current system, where you can just zerg 24/7 on same realm and still get a 5-stars city in the end every couple of days.
With the new system of scheduled cities, you always got a worthy starred city to attack, wich never penalize the constant one-realming zerg. We need some kind of diminishing returns for constant zerging ; in practice, there is no penalty outside of aao (wich is meaningless when you can just chainlock zones and make hundreds of kills without effort).