
Xrealming has completely ruined this game
Re: Xrealming has completely ruined this game
Imagine not being an Order / Destro only Pride gigachad


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- Posts: 11
Re: Xrealming has completely ruined this game
If more order could xrealm that would be great, there's too much red AAO during UK play times and it's slowing down the grind.
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Re: Xrealming has completely ruined this game
I share your concern. Perhapse instead of limiting access to the game as a solution, the devs could incorporate a reward system for those that stick it out when the going gets tough.
I have no real thought on details for such a rewards system but it could incorporate an algorythm that determines a reward based on numbers of participants on each side and number of wins each side has in face of these numbers, giving more weight to wins where the odds are against them and thus more reward.
The reward could be accressable to both sides but made easier for those that have the balance of the game population against them. Surely some will try to take advantage, it is human nature. But if this is done and tweeked over time. it could be serve as a solution to our woes.
Just a thought so don't troll nuke me
I have no real thought on details for such a rewards system but it could incorporate an algorythm that determines a reward based on numbers of participants on each side and number of wins each side has in face of these numbers, giving more weight to wins where the odds are against them and thus more reward.
The reward could be accressable to both sides but made easier for those that have the balance of the game population against them. Surely some will try to take advantage, it is human nature. But if this is done and tweeked over time. it could be serve as a solution to our woes.
Just a thought so don't troll nuke me
Re: Xrealming has completely ruined this game
Only way to counter xrealming to overpopulated side is to allow somehow have keep defences made that way that population does not affect so much the outcome.
Like at the moment if defenders got 40%AAO then 90% of the time attackers will lock zone down and defeat defenders.
We need to make so even if defenders got 100% AAO theres still a way to defend a zone and win the overpopulated side.
So zone takes wont be only about manpower like it is at the moment witch is why alot of the people xrealm and join and add on to that overpopulated side even more
Like at the moment if defenders got 40%AAO then 90% of the time attackers will lock zone down and defeat defenders.
We need to make so even if defenders got 100% AAO theres still a way to defend a zone and win the overpopulated side.
So zone takes wont be only about manpower like it is at the moment witch is why alot of the people xrealm and join and add on to that overpopulated side even more
Last edited by rrrutsss on Wed Dec 06, 2023 9:23 am, edited 1 time in total.
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Re: Xrealming has completely ruined this game
Iwouldn't say it's the only way but it is a good idea.Here's hoping the devs take a look at this thread and incorporate some of these good ideas. After all, I don't believe anyone posting here actually hates the game.rrrutsss wrote: ↑Wed Dec 06, 2023 8:51 am Only way to counter xrealming to overpopulated side is to allow somehow have keep defences made that way that population does not affect so much the outcome.
Like at the moment if defenders got 40%AAO then 90% of the time attackers will lock zone down and defeat defenders.
We need to make ao even if defenders got 100% AAO theres still a way to defend a zone and win the overpopulated side.
So zone takes wont be only about manpower like it is at the moment witch is why alot of the people xrealm and join and add on to that overpopulated side even more
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- Posts: 606
Re: Xrealming has completely ruined this game
Tbf pretty common is the following - serious organised WB before building up decides the side according to current numbers and checking out who's on what side, they enter oRvR as underdog, wipe the floor with whatever were on opposing faction and then get basically stuck there and then the following things happens - if one strong 24+"whatever there has been" is enough to turn the odds and opposition is getting wiped badly then snowballing effect starts to occur, those who is able to swap realm but are scrubs enough to not be able to organise and fight back do swap for dominating side worsening things, those who are realm priders log out or stop orvr event, while only clueless pugs stay to get farmed. In such case serious organised WB stops to have any fun either and on top of it gets stuck on dominating side with stupid lockout being unable to further continue balancing fights. Considering they did put effort to form properly synergised 24 ppl with proper specs/builds, on proper classes in a very same day&time etc they are forced to grind out kills and totally dominate everything. Yes, there are few known WB leaders who still choosing dominating side on start but they are not to be taken into serious consideration as they arent force turning the tides and still ocassionally get wiped by pugs and other groups.
Solution imo should be around removing completely current realm locks, introduce new system - if you are orvr flagged then to swap the other realm you will have debuff granting 10 minutes downtime entering orvr (so you technically can log the other side still but cant enter orvr being ported out into warcamp (same way like if you try to get out of spawn in SCs before they start). Such rework should prevent realm bouncing for smaller forces (6mens) to game the system for reaping insane benefits, 10 minutes downtime is long enough to not bother and continue to seek other actions rather then monitoring orvr activity and e.g. x realming for keep siege. There should be only 1 exception preventing realm swap in orvr - fort, introduce new system that you can enter fort only on a realm you have been playing for past hour. You are still happy to fort log any side if you for past hour havent been orvr flagged.
Situations when one side is being underdog, then some serious WB joins in, tides are turning and underdog is no longer underdog but overpopulated dominating side and then that serious WB either swaps for underdog again or just stops and that overpopulated ragtag scrubtide en mass starts getting rekt by lower populated "underdog" opposing faction is so hilarious, such things should happen more often imo.
Solution imo should be around removing completely current realm locks, introduce new system - if you are orvr flagged then to swap the other realm you will have debuff granting 10 minutes downtime entering orvr (so you technically can log the other side still but cant enter orvr being ported out into warcamp (same way like if you try to get out of spawn in SCs before they start). Such rework should prevent realm bouncing for smaller forces (6mens) to game the system for reaping insane benefits, 10 minutes downtime is long enough to not bother and continue to seek other actions rather then monitoring orvr activity and e.g. x realming for keep siege. There should be only 1 exception preventing realm swap in orvr - fort, introduce new system that you can enter fort only on a realm you have been playing for past hour. You are still happy to fort log any side if you for past hour havent been orvr flagged.
Situations when one side is being underdog, then some serious WB joins in, tides are turning and underdog is no longer underdog but overpopulated dominating side and then that serious WB either swaps for underdog again or just stops and that overpopulated ragtag scrubtide en mass starts getting rekt by lower populated "underdog" opposing faction is so hilarious, such things should happen more often imo.
Last edited by nocturnalguest on Wed Dec 06, 2023 10:12 am, edited 3 times in total.
Re: Xrealming has completely ruined this game
Ideas that boost the power of the underdog side have to tread carefully since if done the wrong way, could kill small scale entirely or give unfun advantages from a gameplay point of view, it would guarantee a player exodus from this server.Brandiboras wrote: ↑Wed Dec 06, 2023 9:18 amIwouldn't say it's the only way but it is a good idea.Here's hoping the devs take a look at this thread and incorporate some of these good ideas. After all, I don't believe anyone posting here actually hates the game.rrrutsss wrote: ↑Wed Dec 06, 2023 8:51 am Only way to counter xrealming to overpopulated side is to allow somehow have keep defences made that way that population does not affect so much the outcome.
Like at the moment if defenders got 40%AAO then 90% of the time attackers will lock zone down and defeat defenders.
We need to make ao even if defenders got 100% AAO theres still a way to defend a zone and win the overpopulated side.
So zone takes wont be only about manpower like it is at the moment witch is why alot of the people xrealm and join and add on to that overpopulated side even more
In any war based game the outnumbered side is supposed to be at a disadvantage, the problem with RoR is that it snowballs into the extreme hopelessness for the outnumbered side.
Any kind of solution should be either reward- based incentive for the underdog side or give power to none player factors, such as NPC's etc that aid the outnumbered side inside Keeps/forts so that defense can be somewhat maintained and provide a challenge to the attackers. Any direct power boost to the player character is however a terrible idea and would only lead to exteme griefing(example of bad ideas that have been suggested in the past).
Imho there are many things that could be tested, i would like to see War Crest gains be incorporated into the AAO system, just renown is not a sufficently strong incentive, especially to characters at rr80+ . The overpopulated side could get a malus to war crest per kill, that would discourage the ''lazy'' x-realmers from switching side, hit em where it is felt.
- nebelwerfer
- Posts: 681
Re: Xrealming has completely ruined this game
here's show i'd approach the issue of imba pop in general and zerging in particular
1. make mounting impossible in combat, it's simply too hard to disengage or reposition into a more favorable position when your opponent can remount quickly and you are forced to move under pressure. This would also deter chasing and killing solos/small scalers because you'd be left in a vulnerable state for some time.
2. Remove cc immunities and decrease punt distance/kd duration tier by tier until diminishing returns is over. Alternatively make morale cc's great again and work regardless of immunities.
3. Remove morale damage-cap, increase accessibility for speccable m4's and make them easier to reach by for example guild banner, reduction of morale needed, RvR tactics or a combination of them.
(I have to mention that playing in a racial comp could increase morale gain too)
this would hopefully lesser the impact of gear and numbers, and instead increase the importance of which toolkit you bring and how you use it.
1. make mounting impossible in combat, it's simply too hard to disengage or reposition into a more favorable position when your opponent can remount quickly and you are forced to move under pressure. This would also deter chasing and killing solos/small scalers because you'd be left in a vulnerable state for some time.
2. Remove cc immunities and decrease punt distance/kd duration tier by tier until diminishing returns is over. Alternatively make morale cc's great again and work regardless of immunities.
3. Remove morale damage-cap, increase accessibility for speccable m4's and make them easier to reach by for example guild banner, reduction of morale needed, RvR tactics or a combination of them.
(I have to mention that playing in a racial comp could increase morale gain too)
this would hopefully lesser the impact of gear and numbers, and instead increase the importance of which toolkit you bring and how you use it.

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Re: Xrealming has completely ruined this game
The focus should be shifted to the ones don't xrealm. There's no reason for them to not log off.
Improving the bonus renown/crest it's not going to help either, surely the journey for the casuals is going to be shortened, but they're the first ones to logoff because of being outnumbered and incapable of capitalize the generous bonus by kills.
Those solutions are aimed more for veterans that know how the system works and how get the best off from that....do they even need that?
More rewards on the form of renown / crests is not healthy either for server longevity.
I find the current progression fine.
But the rewards are what players thrive for or they wouldn't play/xrealm(whom do that only for rewards), so yeah the possible solution is still around rewards.
I would like that per session, meaning playing the same faction, even with different characters, but reset on switch side or long logoff, there will be a sort of influence that is filled while doing stuffs to the point you can have access to a vendor selling the spoils of war: random items you can buy with warcrest / wartokens from a pool of items from events of the pass and / or discounted pieces of gear / pots.
In this way there's a reason to stay, there's a reason to fight and lose while keeping the warcrests economy on check.
The vendor would be in any warcamp and the influence can be the reworked inflluence for rvr maps, but repeatable for the reason of resetting, The current rewards can remain, some of them are good and would give the opportunity to get the item you didn't get the first time.
This system is something I would expand in all rvr activities to give a reason to endure the pain of doing an helpless defense in the fort and/or city.
Who loses is rightfully not rewarded, but they can still have a progression in buying stuffs with the crests they have earned elsewhere.
Improving the bonus renown/crest it's not going to help either, surely the journey for the casuals is going to be shortened, but they're the first ones to logoff because of being outnumbered and incapable of capitalize the generous bonus by kills.
Those solutions are aimed more for veterans that know how the system works and how get the best off from that....do they even need that?
More rewards on the form of renown / crests is not healthy either for server longevity.
I find the current progression fine.
But the rewards are what players thrive for or they wouldn't play/xrealm(whom do that only for rewards), so yeah the possible solution is still around rewards.
I would like that per session, meaning playing the same faction, even with different characters, but reset on switch side or long logoff, there will be a sort of influence that is filled while doing stuffs to the point you can have access to a vendor selling the spoils of war: random items you can buy with warcrest / wartokens from a pool of items from events of the pass and / or discounted pieces of gear / pots.
In this way there's a reason to stay, there's a reason to fight and lose while keeping the warcrests economy on check.
The vendor would be in any warcamp and the influence can be the reworked inflluence for rvr maps, but repeatable for the reason of resetting, The current rewards can remain, some of them are good and would give the opportunity to get the item you didn't get the first time.
This system is something I would expand in all rvr activities to give a reason to endure the pain of doing an helpless defense in the fort and/or city.
Who loses is rightfully not rewarded, but they can still have a progression in buying stuffs with the crests they have earned elsewhere.
Re: Xrealming has completely ruined this game
How will this reward motivate me to go in to keep defence whit huge aao and just getting stomped there? It wont.bradbury111 wrote: ↑Wed Dec 06, 2023 11:14 am The focus should be shifted to the ones don't xrealm. There's no reason for them to not log off.
Improving the bonus renown/crest it's not going to help either, surely the journey for the casuals is going to be shortened, but they're the first ones to logoff because of being outnumbered and incapable of capitalize the generous bonus by kills.
Those solutions are aimed more for veterans that know how the system works and how get the best off from that....do they even need that?
More rewards on the form of renown / crests is not healthy either for server longevity.
I find the current progression fine.
But the rewards are what players thrive for or they wouldn't play/xrealm(whom do that only for rewards), so yeah the possible solution is still around rewards.
I would like that per session, meaning playing the same faction, even with different characters, but reset on switch side or long logoff, there will be a sort of influence that is filled while doing stuffs to the point you can have access to a vendor selling the spoils of war: random items you can buy with warcrest / wartokens from a pool of items from events of the pass and / or discounted pieces of gear / pots.
In this way there's a reason to stay, there's a reason to fight and lose while keeping the warcrests economy on check.
The vendor would be in any warcamp and the influence can be the reworked inflluence for rvr maps, but repeatable for the reason of resetting, The current rewards can remain, some of them are good and would give the opportunity to get the item you didn't get the first time.
This system is something I would expand in all rvr activities and give a reason to endure the pain of doing an helpless defense in the fort and/or city.
Thats why most of the times keeps are just being handed over whit lil to no fight at all(when about 60aao)
Its not fun being in a helpless situation that u cant do nothing about and being overpowered.
Even if you form a good coordinate push or hold whit everyone you just are overpowered by sheer size of the army of the attackers.
We need to make a fighting chance for the underdog so it wont just be about manpower.
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