e.g. 100% aao, less population side got 100% dmg/heal/protection increase.
more population side got 100% dmg/heal/protection decrease.
lets us discuss this suggestion~~~~~
or less population side add more CPU players
e.g. lord will be scout in rvr lake~
RVR population balance suggestion
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RVR population balance suggestion
Last edited by kam080 on Sun Jul 09, 2023 2:56 pm, edited 2 times in total.
I'm Sunrays a KOTBS
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- CyunUnderis
- Posts: 503
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Re: RVR population balance suggestion
I guess you don't understand what this percentage means for the calculation of heal or damage, otherwise you will not suggest it.
Also, in the past, something a bit equivalent has been tested where AAO give damage boost and it was revert back for a normal reason.
Re: RVR population balance suggestion
just the staus of a character increase or decrease by the amount of aao%CyunUnderis wrote: ↑Sun Jul 09, 2023 2:53 pmI guess you don't understand what this percentage means for the calculation of heal or damage, otherwise you will not suggest it.
Also, in the past, something a bit equivalent has been tested where AAO give damage boost and it was revert back for a normal reason.
this got the less population side can play be god-like and attract more to shift to less population side
I'm Sunrays a KOTBS
- CountTalabecland
- Posts: 991
Re: RVR population balance suggestion
This same foolish thing has been suggested a million times.
No, it would be terrible. You are on overpopulated side and the second you are locally outnumbered you are supposed to fight a enemy with those stats? It would do nothing but mandate the overpopulated side to zerg constantly to avoid being outnumbered and picked off.
TLDR you suggestion would promote zerging and toxic ganking.
There is no fix other than hard population caps, but that has never been done and has never even been entertained by devs.
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.
Re: RVR population balance suggestion
the Devs have stated time and time again, RvR is not meant to be equal numbers. Also, some of us love going aao hunting. War never changes... and apparently Forums never do either...
Fenaal- SM 40/84
Fanaal- CH 40/7x
Fanaal- CH 40/7x
Re: RVR population balance suggestion
Not quite correct. We have had some testing of population locked zones (mainly due to server issues and not balance reasons) and it was terrible, as organized groups/warbands couldn't get all their players in the same zone as spots were blocked by solo players.CountTalabecland wrote: ↑Sun Jul 09, 2023 4:34 pm There is no fix other than hard population caps, but that has never been done and has never even been entertained by devs.
- tvbrowntown
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Re: RVR population balance suggestion
game dying a slow death so just enjoy what you can
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Re: RVR population balance suggestion
population caps + soft stat increase of less aao side maybe good~
I'm Sunrays a KOTBS
Re: RVR population balance suggestion
overpopulated side fight with a improved force, let less populated side play more fun and attract more to switch to less side.CountTalabecland wrote: ↑Sun Jul 09, 2023 4:34 pmThis same foolish thing has been suggested a million times.
No, it would be terrible. You are on overpopulated side and the second you are locally outnumbered you are supposed to fight a enemy with those stats? It would do nothing but mandate the overpopulated side to zerg constantly to avoid being outnumbered and picked off.
TLDR you suggestion would promote zerging and toxic ganking.
There is no fix other than hard population caps, but that has never been done and has never even been entertained by devs.
and overpopulated have more fun with fighting a more powerful force also have fun.
I'm Sunrays a KOTBS
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