- Diminishing Rations is once again zonewide. It is linked to the delayed AAO factor and nothing else. It will multiply the Wounds of affected players by 1 / (1 + AAOFactor * 0.005) and increase the AoE cap of the outnumbered faction.
An example of the Wounds debuffing:
100% AAO -> 1 / (1 + (100 * 0.005)) = 66% Wounds.
did you even considered that a system that related heavy on numbers before and now even more needs also a system which kicks players out of the lakes? especially if a cheat depends on it?
i mean dead people who dont release just to keep the cheat up. how will this system deceide if they wait for a rez or just exploit? what about sc groups who are obviously just in the lake to max their rr and distort the numbers? what will you do about other exploits? for example during a siege... you could easily send everyone out of the lake and let the best wb stomp over the other attackers.
maybe its a generation issue, but i prefer to play totaly CHEAT FREE and to win my fights honestly!
every guild member who is happy now about this should consider one thing... at a specific point (if you are ambitious) you WANT to fight agains way more people to test your own strenght and tactics or just for fun.
also, are you really want to tell you children one day how your guild throwed four WBs out of praag with a cheat? it that the epic rvr moment you want to remember?

well, i guess not... except your are one of the guys who ruins every shooter with aimbots and be happy about a kill. this cheats are exact the same.
really aza, there are way more elegant ways to deal with all this. just putting more and more dmg and targets into the game has nothing to do with balancing or designing. sure, i dont know if there is massiv change a in the pipeline. but for the moment i looks like this new system already hits his limits.
a example for a more elegant and more "realistic" way (which i also not prefer)?
why not introduce some "demoralized" technic? starting at 100 aao, every time you get killed by a underdog you get a debuff (0,25% wounds + 0,25% damage/heal/tank reduction). every bo capped by the underdog creates the same effect for everyone in the zone. defending a keep creates a even highter debuff for everyone.
"your char is impressed by the underdogs skill and efford and so gets more and more demoralized." the higher the aao is, the more you are impressed if they do something good and the higher the debuff is. sure, this debuff has to decrease over time. maybe one tick every 5 mins or something.
this way the underdog still needs to do something instead of just getting a cheat. also the whole system fits better into the story.
the underdog can deceide if they want to hurt every enemy (BO), or tries to weaken smaller groups/solo players first. over time they can demoralize more and more people and increase their chance with fighting/gameplay, even if they are outnumbered. also the bigger force have to play some more carefully without loosing every advantage at the beginning.
and yes, if they can bring numbers or if one side just dont want to defend, then they deserve this advantage! another point why this is important is, that this way you cannot exploit someones WB days. if you know they come, just leave the zone and send a strong group/wb with the cheat do stop them. effort should matter, not a aimbot.
i you ask me, i still prefer more tactical freedom instead of playing around with base stats.
lets pick the saturday (KV) for example, where i have to agree with numenon and haojun. these was the the gamechanging moment..
it was not the swarm who defeated you there, it was your own system!
and to be honest, you just sit in your wc and didnt even try to use a pve route help at the keep or to take a bo.
is this the zergs fault? no! for acting like this you want a dmg buff? success without effort? dont think this is a good thing.
but lets look at the system and your opportunities...
bringing back a resource -> with luck, but that only delays the attack a little bit
ranking a keep fast enough -> impossible
funneling with rank 0 -> impossible
oil -> thanks to the range increase and the door changes, it only hits 4 tanks -> useless
defending the inner keep from oil spot -> thanks to cannons and range increase, nearly impossible
kill the people in front of the inner -> maybe, but not at that day
defend the bottom floor or fight at the lord -> maybe, but not at that day
cannons -> at the keep maybe, at the wc, no way. but after 15 shots its over (good patch btw.)
thats what i tried to point out in the other post. the lack of tactical freedom/space creates a very close gap between aao and a unplayable situation. this also creates alot of patt situations. i know we dont switch back, but if you look at just ONE of the possibilies from the old system (15min version) shows my point...
send a 6 mann to dc, a 6 mann to gj and the main force to ice. all from pve. burn it at the same time and immediately let the gj guys run to ice. no one cares about gj and if the pugs at the keep dont react fast enough, you get dc. ice will be lost, cause we will wipe you there BUT if you can hold it long enough you also get this. gj is already a safe bet. respawn at wc and attack the bo close to it. now, keep attack is over and you bought some time. to attract more people or to choose another tactic.
the possibilites at this point are huge and this is just one way to beat/controll/delay us with way lower numbers. sure, its hard and needs coordination, but at least you have options left. whatever you did and will do now... its done by GAMEPLAY and NOT by a CHEAT
more freedom and space means more opportunities and numbers didnt matter that much anymore. this widens the gap between players and unplayable situations like we see it on saturday. i think more elegant and subtil tweaks are way better than such a massiv, gamebreaking cheat. its not always about killing the enemy... tactic, timeplay and splitting forces also important aspects.
before you tell me this is bullshit, again. we did things like this on live all the time. just one example from this server here... we managed to to hold a zone (eteaine - both keeps lost) for hours with 400% aao until the reinforcement arrives. remember norkalli?

with the current system you couldnt even delay the attack a few minutes. thats not zerg issue, this is one of the design flaws i tried to pointing out i my other post. just looking at numbers is also the wrong aspect because (easy spoken) a organized wb counts as two pug wbs. in a 3:1 situation with this cheat, they guild wb will bomb them out of the zone...
sure, in this example everything was perfect, but again... at somepoint a side has to win. making it harder and harder to play at eu primetime will cause alot of anger if cities are back in.