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Re: RvR force equalizer.

Posted: Thu Jul 28, 2016 3:17 pm
by Ginto
Why u want equality guys?

Re: RvR force equalizer.

Posted: Thu Jul 28, 2016 3:34 pm
by Saftdryck
Ginto wrote:Why u want equality guys?
Because SJW, BLM and Feminism

Re: RvR force equalizer.

Posted: Thu Jul 28, 2016 3:45 pm
by Ginto
Saftdryck wrote:
Ginto wrote:Why u want equality guys?
Because SJW, BLM and Feminism
And all of this things not related to Warhammer.

Re: RvR force equalizer.

Posted: Thu Jul 28, 2016 4:03 pm
by peterthepan3
Ginto wrote:
Saftdryck wrote:
Ginto wrote:Why u want equality guys?
Because SJW, BLM and Feminism
And all of this things not related to Warhammer.
Image

Re: RvR force equalizer.

Posted: Thu Jul 28, 2016 4:13 pm
by Saftdryck
Ginto wrote:
Saftdryck wrote:
Ginto wrote:Why u want equality guys?
Because SJW, BLM and Feminism
And all of this things not related to Warhammer.
Sigh...
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Re: RvR force equalizer.

Posted: Thu Jul 28, 2016 6:31 pm
by jojomen
Saftdryck wrote:
Ginto wrote:Why u want equality guys?
Because SJW, BLM and Feminism
Hell yeah i wonna female version of my chosen ASAP.

Re: RvR force equalizer.

Posted: Thu Jul 28, 2016 7:14 pm
by Grumpbot
Ginto wrote:Why u want equality guys?
It's possible that this is a pure troll, but whatever I'll take the bait.

Permanent equality is not important. What is important is that the balance is close enough that each side wins enough to feel like they have a legitimate shot on any given day.

If the forces are unequal enough that one side wins significantly more than the other, a couple of things happen:

1. Players from the losing side quit or switch to the winning side
2. Players from the winning side get more rewards and end up with more of an advantage
3. Some players from the winning side switch to the losing side for a better challenge

The first two forces increase the imbalance while the last decreases it, but typically the first two forces are MUCH more powerful than the third. Over time the problem gets worse and worse, both sides become bored, and people quit in larger and larger numbers because there is nothing to do.

Games like this are successful over the long run with the process (that is, playing the game) is where most of the fun comes from rather than the outcome (the specific rewards for winning or losing). However, for the process to be fun, usually the outcome has to be in doubt. When the outcome is known ahead of time, the process ceases to be fun.

Re: RvR force equalizer.

Posted: Thu Jul 28, 2016 9:22 pm
by drmordread
I think some people just don't want to work for it and want it easy....

WAR is like no other MMO. If you have success leading a group or WB even when outnumbered, people will come back to fight with you.
So, the best way to equalize the game, and NOT MAKE WORK for the devs, is to fight smart. As long as you are making RR and getting loot, no one cares if you are outnumbered.

So ... want more people to play your side? Get better at winning and not whining.

JMO

Re: RvR force equalizer.

Posted: Thu Jul 28, 2016 10:16 pm
by Stmichael1989
drmordread wrote:I think some people just don't want to work for it and want it easy....

WAR is like no other MMO. If you have success leading a group or WB even when outnumbered, people will come back to fight with you.
So, the best way to equalize the game, and NOT MAKE WORK for the devs, is to fight smart. As long as you are making RR and getting loot, no one cares if you are outnumbered.

So ... want more people to play your side? Get better at winning and not whining.

JMO
Oh yeah, we should all just quit whining and fight smarter. Just gotta come up with a better counter to being outnumbered 3:1, that'll show them what for.

Seriously, guerrilla tactics and wars of attrition mean nothing when you can just respawn or grab a rez from a healer. Breaking up the zerg comes down to frustration and boredom, two of the WORST things to be associated with a game.

Also, you're dead wrong about "As long as you are making RR and getting loot, no one cares if you're outnumbered." That's a crock of horseshit and you know it. As it is, the game is stabilizing at RR 40 with annihilator/mercenary, so all we have left is the currently meaningless slow grind of RR, and the thing we all signed up for in the first place: FOR FUN! Winning is fun, and for a lot of people (myself included) annoying the other side until they quit isn't winning, it's a boring stalemate.

So unless you have something useful to add, go away.

Re: RvR force equalizer.

Posted: Thu Jul 28, 2016 10:33 pm
by Stmichael1989
Dabbart wrote:
Spoiler:
Stmichael1989 wrote:
Dabbart wrote:That isn't even bothering to discuss the balance or abuses that could be possible. The actual ability to do so would be near non-existent, especially with the current New ORvR mechanics on the way...
New RvR mechanics? Are there any details about this? I know the official stance is that the current state of RvR is a placeholder, but I haven't seen anything about a direction the devs plan to go in.

As for everyone complaining about exploitability, that's what coding and design is for. Hell, even current siege weapons have the potential for abuse and trolling, that doesn't mean we should get rid of them. Imagine, for example, a 5 minute timer on the champ buff or the pet NPCs that refreshes when you enter combat. Or maybe it doesn't even refresh at all, just passes to someone else. The potential for abuse still exists, but it's mitigated. More importantly, those who aren't trolling have an even fight on their hands.
https://returnofreckoning.com/forum/vie ... 1&start=10
Aza has discussed some of the changes in other threads, that was just the first one I found searching. I remembered the "future rvr systen is designed to deal with four problems" part... :P He continues explanation later in the thread as well I believe...

To be honest, pointing out flaws and exploitability is really helpful at times. It lets you prepare and deal with them BEFORE they become an issue, so "negative nancy" isn't always a bad thing. Just sometimes. And mildly annoying.
Looks like what he's talking about is similar to what I've suggested. He suggests artillery to even the odds, I suggest player controlled NPCs, or even something similar to the Skaven mercenaries where you effectively traded your character for the skaven.

Extra artillery could work in certain circumstances, but it would need a lot of tweaking from where it is now. Most notably mobility and damage. When you consider that an AoE cannon does about 600 AoE damage every few seconds, a well geared bright wizard can double or triple that while remaining mobile and not have tunnel vision.