When 38, all mounts have the same speed, whatever description can say (for technical reasons).
The Blobbing problem has 3 major reasons (this is my very personnal opinion)
- Maps and objectives : At some point, whatever the map, you can draw a straight line between both warcamps and check for few hours what happens : 80% of players are on this line. Big groups see no interest to retake BOs or spawned carry crates, when you can do the same killing players. So blob is the easiest solution to rank up a zone, without running everywhere.
> Remove player crate drop, it will change a bit.
-AAO : This AAO being calculated on the entire area, even your enemy has 100% AAO, if you meet as a single player a warband, this AAO isn't in your favor. So moving far from the blob isn't rewarding.
> If AAO was calculted at a personnal level ( like 300 ft around the player), maybe some ppl would be ready to take some more risks. Negative effect of the proposal, if players were aware of this AAO dynamicly, they would know what is hidden behind a wall...
-Player behaviour : Yes. Lets be honnest. Thats reassuring for lot of player to maximize gains while minimizing risk a.k.a "path of least resistance". Being in a huge amount of players can allow you to be less vigilant and still be rewarded, even with crumbs, but it is better than nothing with a minimal effort.
> Maybe break warbands coulds slow such kind of behaviour, like modifying the size of WBs from 24 to 12 players, and guilds and ally from 12 to 24 depending the guild renown rank (>29 : 12 players / 30-39 : 18 players / 40 : 24 players). (this proposal is pretty questionable, I'm aware about it).
A Lesson From Guild Wars 2
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Re: A Lesson From Guild Wars 2
As I've already proposed some months ago, the blob issue could be adressed by creating 2 separate game modes for RvR Lakes.
Currently one Lake is blobfest, the other is dead empty. What could be done is to make one Lake for warbands only, the other for solo and parties only.
This way warbands will not have the ability to get "renown" by jumping as 24 on a three men party, making the blobing less efficient, and making the fights fairer for everybody
Currently one Lake is blobfest, the other is dead empty. What could be done is to make one Lake for warbands only, the other for solo and parties only.
This way warbands will not have the ability to get "renown" by jumping as 24 on a three men party, making the blobing less efficient, and making the fights fairer for everybody
Re: A Lesson From Guild Wars 2
If we are looking for inspiration or solutions from GW 2, there was a mechanic if I remember correctly that the WvWvW had a player limit cap, so if a Pairing had X amount of players, no new players could join until a spot opened, and those players were forced to choose a different pairing. Limiting the amount of players in RvR could stir the way people play. thou I’m not saying it’s a good solution.
Re: A Lesson From Guild Wars 2
People logging in, no spot on the own side, logging out.Ruin wrote: ↑Tue May 16, 2023 10:06 am If we are looking for inspiration or solutions from GW 2, there was a mechanic if I remember correctly that the WvWvW had a player limit cap, so if a Pairing had X amount of players, no new players could join until a spot opened, and those players were forced to choose a different pairing. Limiting the amount of players in RvR could stir the way people play. thou I’m not saying it’s a good solution.
After a few days some won't log in again.
But zerg problem would be solved! No players, no zerg.
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Re: A Lesson From Guild Wars 2
Spoiler:
-transition time problem from point a to b allow way too fast ppl concentrations way too easily and not many strategic and critial choice of deployment over the map (geography suck and require map editing)
-flag/lock meccanic dont incentivise In fun way to spread and fight all the time "at the same time" on multiple part of a map (require syncro/common lock out timers)
-sub conseguence of the above is formation of zerg that snowball from a to b.
-sub of sub conseguence , aoe cap to 24 ppl make win always who bring more ppl because enemy cant soak dmg on tanks anymore.(require wb balance as focus in game).
Nb: the sub conseguences are the only player behaviour.
Nb2: past attempt to andress one only of these problem were fundamentaly wrong in the approach and now they dont get attempt anymore (heal door by hold flag).
Nb3: gw2 pvp maps sucked, they were way too big.
Suffer in some cases from same problem of bottleneck from war and had way too many powerfull siege weapons.

Re: A Lesson From Guild Wars 2
Wouldn't that be a massive performance hit, however? Calculating the number of players around a player, even if not every second, when there are 400+ players in a zone?Yaliskah wrote: ↑Tue May 16, 2023 9:14 am > If AAO was calculted at a personnal level ( like 300 ft around the player), maybe some ppl would be ready to take some more risks. Negative effect of the proposal, if players were aware of this AAO dynamicly, they would know what is hidden behind a wall...
I like the idea a lot though. And I think it's what we have in LotD? not sure, haven't been there in a while.
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Re: A Lesson From Guild Wars 2
Spoiler:
Last edited by Tesq on Wed May 17, 2023 10:49 am, edited 1 time in total.

Re: A Lesson From Guild Wars 2
I frankly dont see how make such hard checks, which wont solve the problem but just make battle rewards fair instead, will benefith the game more than instead give To wb the tools they need to fight the zerg...zulnam wrote: ↑Wed May 17, 2023 8:32 amWouldn't that be a massive performance hit, however? Calculating the number of players around a player, even if not every second, when there are 400+ players in a zone?Yaliskah wrote: ↑Tue May 16, 2023 9:14 am > If AAO was calculted at a personnal level ( like 300 ft around the player), maybe some ppl would be ready to take some more risks. Negative effect of the proposal, if players were aware of this AAO dynamicly, they would know what is hidden behind a wall...
I like the idea a lot though. And I think it's what we have in LotD? not sure, haven't been there in a while.

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Re: A Lesson From Guild Wars 2
Should we really e.g. give 2 WB the tools to beat 4 WB? Shouldn't we promote having 3 WB vs 3 WB instead?
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Re: A Lesson From Guild Wars 2
It also means if you are in a +100% AAO zone as a 24 man WB and defeat another 24 man, you get 0 bonus (and reduced reward for less than 24), and that's not entirely fair when underdog side has more inherited risk when outnumbered in zone.Yaliskah wrote: ↑Tue May 16, 2023 9:14 am > If AAO was calculted at a personnal level ( like 300 ft around the player), maybe some ppl would be ready to take some more risks. Negative effect of the proposal, if players were aware of this AAO dynamicly, they would know what is hidden behind a wall...
This would discourage blobbing but encourage logging on dominating realm.
A lot blob fighting tools have also been removed/nerfed over time: morale gain, morale damage, AoE slows/kiting, AoE HCC.
And probably for the better, as the stronger the tools, the more they must be mirrored..
Yup agree with this, I'm a fan of the big battles, and blobbing is somewhat required for that, so for me it's more about incentivizing both sides to show up more or less in equal number/quality (and stick around when outmatched instead of xrealming/logging off).
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