Please be assured that the development team will carefully review new suggestions and problem-solving approaches.

We are therefore grateful for new input, but also for critical reflections.
Yours Flowson.
This proposition will make one WB chasing one guy on whole zone, or push warband on both side to standing on bomekal wrote: ↑Tue May 09, 2023 5:06 pm so make the game even more pve? lol no thanks
would rather have kills contribute to a zone score tied to aao
first faction to 1000 points flips zone
taking a keep grants 500 points scaled with aao 300 points for overpopulated realm 700 points for underdog
1 kill grants 1 point
1 kill with with 50% aao grants 1.5 and so on
holding a bo grants slow trickle of .5 per minute again scaled with aao
basically just make each zone a giant pq
ofc every number can be changed
X-Realming took away the realm prideness/proudness and gave us a way to engage more content either PVE/RVR.
Quite bad suggestion to punish people who are just loyal to their realm in order to punish those who xrealm.Sufferkate wrote: ↑Thu Jun 01, 2023 10:19 am
I wrote:Post#19 » Thu Mar 24, 2022
Currently RVR, is just x realm to higher pop side, and win. I just logged off due to 100 vs 20. Standing around waiting for the door to drop twice was NOT fun. We could have jumped off the wall if only... if only, there was a way, to make the players, SELF BALANCE the population. How about no rewards , xp, renown , ect. for over populated side.
Any thing OVER 20% = NO rewards. And if you can't, take a keep, with near equal numbers, then you don't deserve it. Just be happy now, ... 100% of the time, you log on, there WILL BE, near fair fights.
how game code will know it was tactical surprise? because of aao or because of healers get hited from behind?Caduceus wrote: ↑Thu Jun 01, 2023 10:51 am The issue is that there are too few tools the outnumbered side can use to even the odds.
This is what the game needs and has needed for quite a while.
The primary problem I'd describe as follows:
The outnumbered side cannot kill enemies fast enough, and through fast rezzing ensures that in most situations they will get overwhelmed eventually.
Consider for example one strong warband versus two mediocre ones.
The strong warband may get a good engagement and catch one of the two warbands by surprise. But will they kill all 24 of them to even the odds versus the second warband?
In most cases not.
They might debilitate one warband temporarily, but healers will use positioning to stay alive, and while the second mediocre warband engages, healers will start rezzing immediately.
To further complicate matters for the outnumbered side, usually enemy reinforcements start pouring on as well.
For the outnumbered side to have a chance, they must create a local advantage (for example through a tactical surprise) and then swiftly turn that into a lasting advantage for the remainder of the battle. This in particular is very difficult.
Ideally, the game should yield a higher reward for tactical surprises. Essentially that would reward skill and daring, and punish mediocre play.
I think the most important factor in being unable to turn tactical surprises into decisive advantages is the speed at which warbands can recover through rezzing. Perhaps a longer cooldown or bigger penalty should be applied to resurrections.
i like idea about increased cast times and debuffs. byt how it will stop ppl not bring more ppl. lets say your wb ambush 2wb and surprise atatck, how u stop tham to bring more wbs to join tham? atm with 24 aoe 1 wb cant fight vs many wb because u will get surrounded and wiped because of so big aoe . if lets say previous 9 aoe . 1 wb could outstand pug wbs and even escape or wipe pugs.(very possible also premades). 24 aoe has pluses byt they can also work against u. while 9aoe allow your wb fight vs many. y u can do it also on 24aoe if u have safe zone behindCaduceus wrote: ↑Thu Jun 01, 2023 11:26 am
This is of course a good question with no easy answers. But if people were to agree that indeed this lack of tactical impact is an issue, it is worth debating what possible solutions there are.
One way to change it might be through changing certain aspects of resurrections. For example, a longer cast-time, or a longer cooldown, or a more severe resurrection sickness.
That wouldn't directly increase the impact of tactical surprises, but it would decrease a warband's ability to recover from them.
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