Azuzu wrote:Razid1987 wrote:
People will give up if they don't see a way of winning, no matter how great the rewards are.[/spoiler]
I think people will fight to the best of their ability, but your right in the end will be overwhelmed by odds out of their favor. Which is fine, we aren't trying to stop keep takes.
However, I don't think they will give up, I think once the battle appears to be lost, they will simply change their tactics to small scale fights between the keep an warcamps.
Also, I think the AAO buff changes I'm suggesting will help balance the server more. I think the X-realmers will switch sides to the faction that has the AAO buff, because the AAO players will be getting more medals and gear then the over-populated side. I know MANY people on live who switched to play on the side that had AAO.
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The idea of leaving 2 zones unlocked is also interesting combined with the changed I suggested. I think it would play out something like this;
Destro and Order play musical keeps, trading from one zone to another. Players who are interested in killing players and not doors, will get the greatest reward, following the AAO buff (opposing zerg) from zone to zone. This may spread the fighting out a bit more between 2 maps. Players following the AAO buff for both factions will mount small defenses, which may slow the two zergs down. This could make for good pvp or it could simply turn into very little fighting and a lot of door killing.
Your idea of people fighting to the end is noble, but not true. If one side is heavily outnumbered and has no chance of winning, people will leave until nobody is left to fight. You have to give people realistic odds of winning to even have a hope that they will stay and fight. However there is an alternative, rewarding both failures and victories, if you reward people who are victorious generously, then they will continue to try and win, equally you have to reward players who failed to achieve victory for putting in so much effort, enough so they feel that the effort was worth it, yet less than the reward victorious players get to make them aim for victory.
So to summaries here are the problems, players need a good enough or equal chance of winning, lets say 40% chance of victory minimum. Players also need to feel they are rewarded for the effort they put into winning, regardless of if they win or not, yet ensure that the losing side do not receive as much reward as the winners to make them not care about winning, yet not so little as to make them think its not worth fighting if they are going to lose.
witchking1980 wrote:First of all which realm percentages are acceptable for having a pleasant RvR day in ROR?
50%-50% is ideal and all of us agree.
40%-60% is bearable? I guess so.
30%-70% is code red for the balance? Sure.
If there is someway to monitor the population of the server 24/7 specifically into the RvR lakes?
If yes, then dev's could put a simple rule for example if Order is 30% and Destruction is 70% then the 40% of destruction which roams into RvR lakes if they die will become chickens if they try to enter again to the lakes. So, the population into the lakes would be equal 30%-30%, the biggest gain is that the players who x-realm will know that if they try to go to the winning side they will probably waste their time because dead=chicken. So, the zerg will fade out.
Probably it is not realistic but since we are making a discussion every idea is somewhat useful no matter how bad it is.
50-50 is ideal, 40-60 is the limit, beyond that one side can easily get steamrolled through many factors, such as one side having better gear, one side having better leadership ect. Below 40% chance of victory, nobody will fight, I sure as hell would not unless I was rewarded for my effort in an attempt to win.