Shadowgurke wrote:Genisaurus wrote:
So instead I'm locking down the pairings so that there's only one open at a time, and taking away rewards for easymode **** like empty keeps. "Wah wah my roaming 6-man", I know. Just like when T2 was finished, leaving more than one zone open at a time means that the majority just ends up playing merry-go-round with their locks. Then I'm going to call this mess quits and start working on other things.
But this would be a temporary solution only, correct?
Absolutely. But getting something better that works is going to require a ground-up rewrite.
Bloodi wrote:People avoid fights because its the easiest way to get geared.
Make get geared easy and people will go fight once they are geared.
People who only play to get geared will stop playing anyway once they get that gear, why cant we never try an approach where the only way to get geared is fights and that gear comes easy promoting the usage of alts?
I mean, right now with just being anni, it would be the perfect point to try such a thing, giving away something conqueror or invader easy would be more problematic.
So let all pairings open, remove anni from gold bags and give medallions from kill quests, reduce the amount needed to get such gear and promote alt usage.
I will never understand your approach of making gear your carrot on a stick so people have to find ways to cheese your system, when there is no need to cheese it to obtain gear, the cheese will not much of an issue imo.
Make fighting the mean, instead of the end and you will have fights, stop woirrying about people getting full gear fast, who cares.
Edit: Hell, you can even directly modify the kill quest and put a ridiculous kill amount, 1500 kills for the helmet in Elf pairing, 1500 kills for the chest in the Empire vs chaos and 1500 for the shoulders in the Greenskins vs dwarf. Its nammed annihilator after all.
I don't disagree. The problem is, we have decidedly few carrots to work with, and a set of inherited gameplay designs that we have to work around (like keeps, which need both a purpose to PvP and a reason to defend/attack them). We need those carrots, because for every player who insists that they're here because PvP is fun and they play for the love of the game, we have three who will get up and leave a month after their grinds are gone.
The truth is most of our players
don't like fighting. They only like winning. It's why they zerg in a single zone, it's why our 6v6 and duel community is a double-digit population of incestuous team-trading and drama-mongers (tbh fam). It's why 90% of the playerbase, being told that the devs actively participate on the forums and interact with the community, still prefer to stay in-game and spam GMs with hate tells when their favorite thing gets taken away, instead of coming to the place where we listen and discussing things openly.
If we had a community that genuinely found fighting fun, no matter the outcome, then we would not be having this conversation now. We wouldn't have to care about what rewards incentivize what behavior, because the behavior would drive itself. But we don't, and not only are we stuck (for now) designing around inbuilt design decisions, we're also stuck designing around a playerbase that largely doesn't want to play.
Anyway, those gameplay designs that we have to work around explicitly require a certain number of players to use effectively. Re-writing the system will let us slaughter these sacred cows, and in turn, change how we view/allocate the carrots we have. Right now, I'm more concerned with, "What can I do in an hour or two to slow the bleeding enough that I can work on a proper solution."