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Re: Changelog 23rd May, 2016
Posted: Mon May 23, 2016 10:56 am
by Linkganon
Natherul wrote:
Its not all about incentive (in my opinion), its about not shafting the players going for the BOs which is a valid strategy for taking the zone at all.
If players would rather not take a zone and/or not get anything as you did not win a roll at keep then so be it
EDIT: and tbh i think modern MMOs give way too much for doing certain things, and I personally would be perfectly happy to sometimes not get a chance for a bag at keep if I helped lock a zone by defending a BO.
EDIT2: also the zone locks inf and RP gain should be enough of an incentive, especially when more and more RR will be unlocked (eventually)
I can agree with that, I guess as more and more people gain annihilator pieces / already have merc / ruin, people will be less inclined to plant themselves at the keep for that bag. Although with the new tokens from purple bags, again this might dissuade people from leaving the siege.
I don't think we ultimately disagree with each other, I too play this game not just for the bags, my point was simply that incentives are the only real thing you can use to guide the gameplay of the masses. You're right that the incentive shouldn't be too high, because if too many people are highly rewarded then the longevity of that part of the game will shrink. It is a fine balance.
I presume there are a fair amount of people like you or I who would be happy to jump out and save the entire siege, so hopefully it will work out!
Re: Changelog 23rd May, 2016
Posted: Mon May 23, 2016 10:57 am
by Tiggo
i like the ideas behind the changes very much. Bring the common cause back to ror, less individual incentive but zone effort for locking benefitting anyone participating. This is the way to go!
Re: Changelog 23rd May, 2016
Posted: Mon May 23, 2016 11:01 am
by njin
... e.g. when j capture all bo on zone, zone lock, no stupid ? hp ram, hp and dmg oil, no stupid ? etc. etc.
Re: Changelog 23rd May, 2016
Posted: Mon May 23, 2016 11:02 am
by Natherul
@Linkganon also since you are then guaranteed a token for BO you always slowly build towards anni anyway and you are ALWAYS granted that instead of having a chance on a piece directly (which you also might already have) so with increasing amount of slots anni already then the incentive becomes greater and greater to go for BOs
Re: Changelog 23rd May, 2016
Posted: Mon May 23, 2016 11:05 am
by Zanilos
Natherul wrote:@Linkganon also since you are then guaranteed a token for BO you always slowly build towards anni anyway and you are ALWAYS granted that instead of having a chance on a piece directly (which you also might already have) so with increasing amount of slots anni already then the incentive becomes greater and greater to go for BOs
OPOP jewelery > Anhi.
Re: Changelog 23rd May, 2016
Posted: Mon May 23, 2016 11:40 am
by Rebuke
Tiggo wrote:i like the ideas behind the changes very much. Bring the common cause back to ror, less individual incentive but zone effort for locking benefitting anyone participating. This is the way to go!
You had that system in place at release for T4!!! Zone locks gave rewards for everyone (common cause right?), no zone lock no reward. Just make more gold and purple bags drop by default (honestly the grind/RNG you guys have created is rediculous) but include active 6 mans that fought at "non-safe" bo's away from the keep to the roll table when taking a keep.
Re: Changelog 23rd May, 2016
Posted: Mon May 23, 2016 11:41 am
by magicthighs
Mpoulntozas wrote:I just dont get it sometimes where they want to go, towards which philosophy.
"No freebies".
Re: Changelog 23rd May, 2016
Posted: Mon May 23, 2016 11:47 am
by Rebuke
Also the purple bag jewlery completely **** your system up, resulting in EVERYONE staying at the keep to get those bis items (seriously what were you guys thinking?).
But this is to be expected when no gm/dev actually plays in RvR (in a somewhat semi-organized way atleast).
Re: Changelog 23rd May, 2016
Posted: Mon May 23, 2016 11:58 am
by Natherul
Rebuke wrote:Also the purple bag jewlery completely **** your system up, resulting in EVERYONE staying at the keep to get those bis items (seriously what were you guys thinking?).
But this is to be expected when no gm/dev actually plays in RvR (in a somewhat semi-organized way atleast).
Let me just point out how wrong you are about us GMs, we play the game just like anyone else, and while we might sometimes need to teleport somewhere on a short notice to catch a cheater or whatever we DO play, and personally I play a LOT of RVR.
EDIT: also with the bags, we did not create the RNG, that was from live and tbh if we increased it then everyone would already be done by now and have no more progression to do until we release more content, and then the playercount would drop meaning less fun for everyone
Re: Changelog 23rd May, 2016
Posted: Mon May 23, 2016 12:00 pm
by xdkt28
Azarael wrote:
perfect swing removing 2%.
Awesome !