Re: Five reasons why empty BOs giving rewards is better for
Posted: Mon May 23, 2016 4:37 pm
Add influence to rvr kill quests
- I bet you'd have some people wanting to get kills!!!!

Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=14068
It was a questionShadowgurke wrote:Does it? It encourages taking BOs. Empty BOs. So people will just tap all 4 BOs and switch zones and we are back to zone trading.Dalgrimar wrote: This system does encourage fighting tho?
Az, thanks for the post. I have often wondered if a more simple solution would be viable. Like a "daily quest". I dont know if this is possible to add to the game or not, but some sort of "capture 3-5 BOs" daily quest that rewards gold or influence or something. Only repeatable once per day... This seems like it would give motivation for people to log in and go to the lakes to do BOs to get this quest done, which hopefully would then kick off RvR.Azarael wrote:This is what I'd like to call the pioneer problem. You need an incentive to get into the lakes to fight. The problem with giving BO rewards is that this doesn't incentivize people to fight, it incentivizes them to farm BOs for free stuff. This is not something we would like to see.
The challenge set before you all, and I freely admit that this isn't something we fully resolved in the next RvR system, is to come up with incentives or penalties, of any kind, which encourage players to enter the RvR zone - either of their own accord, or in response to another realm's attack. It goes without saying that this would be trivially simple to do with ideal conditions (one account per player, realm lock) in that you would first set an active threshold for zones (number of players present on one side before BOs would give rewards), prevent players from activating another zone barring exceptional circumstances of population, and then punish players with low to no RvR participation relative to total playtime if a zone was lost, thus allowing full rewards for any take provided enough players were actually available and refusing combat to fight, pity rewards for losing, and preventing the enemy from simply deciding to take another zone's BOs.
That is a punishment based element, however. What I'm mainly interested in is valid gameplay design for RvR lakes which handles lower population and encourages more players to join, and I wish anyone seriously considering this good luck when this system cannot be purely reward-based given that R40/RR40 players with full Annihilator will have no need of rewards.
I think calling it the pioneer problem is quite fitting. I would suggest that setting active thresholds for BOs to give rewards and then implementing a punishment for not participating in RvR is not a trivially simple solution.Azarael wrote:This is what I'd like to call the pioneer problem. You need an incentive to get into the lakes to fight. The problem with giving BO rewards is that this doesn't incentivize people to fight, it incentivizes them to farm BOs for free stuff. This is not something we would like to see.
The challenge set before you all, and I freely admit that this isn't something we fully resolved in the next RvR system, is to come up with incentives or penalties, of any kind, which encourage players to enter the RvR zone - either of their own accord, or in response to another realm's attack. It goes without saying that this would be trivially simple to do with ideal conditions (one account per player, realm lock) in that you would first set an active threshold for zones (number of players present on one side before BOs would give rewards), prevent players from activating another zone barring exceptional circumstances of population, and then punish players with low to no RvR participation relative to total playtime if a zone was lost, thus allowing full rewards for any take provided enough players were actually available and refusing combat to fight, pity rewards for losing, and preventing the enemy from simply deciding to take another zone's BOs.
That is a punishment based element, however. What I'm mainly interested in is valid gameplay design for RvR lakes which handles lower population and encourages more players to join, and I wish anyone seriously considering this good luck when this system cannot be purely reward-based given that R40/RR40 players with full Annihilator will have no need of rewards.
Are we talking about the live game or the RoR ? If it's the second case, then I, for one, don't remember that. What I do remember is warbands locking BO's and taking undefended keeps during hours with very low population. At peak times, it was very rare to see a warband leaving a big battle to lock an empty zone. It happened, but it was too rare to be considered as a problem.Shadowgurke wrote:It's crazy. We had a system that rewarded BO participation a month ago. And it did not promote fighting. And entire zergs just camped empty BOs for the rewards. Do you not remember that?