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Changelog 25/11/16

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Azarael
Posts: 5332

Re: Changelog 25/11/16

Post#51 » Sun Nov 27, 2016 12:51 pm

roadkillrobin wrote:Order Zerging with 3-4 warbands for 2 weeks, 1 saturday Destro gets 2 warband running together and suddently it's a problem and needs to be solved with zone wide DR? The Russian Alliance wasn't running a warband this night so thats why you saw those numbers. I dunno what mechanic you have in mind for this. But the more DR you add to the fights the less likly you gonna get the the zergs to split up coz they more DR they have the more they are gonna be dependant on fighting with larger numbers. Wasn't that the reason it was located to Keeps only in the first place? We checked the numbers consistantly, and yes in DW when we ran into you into the open with 3 other people there was almoast no Order in the Zone. But an hour or so later it was 150vs100 in Eatine. It's organization vs no organization + Xrealming thats the problem here. It's completly community based. The organized groups can't controll whats the randoms are doing. If they Xrealm screw with AAO or what. , But organized groups are the ones getting punnished the moast for this for sticking to their realm and are also the ones putting in the moast work for RVR by recruiting players, building groups, strategies, tactics etz while the randoms, just do....random things. You can mess with renown, inf XP all you want. But PLEASE, don't touch the combat numbers. I would play a game were I got 90% reduction in XP/REN/INF from kills. I wont play a game were I take 90% more damage in a isolted fight on the battlefield thats equal numbers. But thats maybe just my opinion.
What needs to stop is this idea that combat should not change for the enemy realm under AAO conditions, and ideas being put forward that have been considered over a total of two minutes. If one side is fielding twice as many players as the other side, the game is ruined. AAO is worthless if you don't kill anyone.

Do not forget that any mechanic designed to punish imbalanced numbers MUST work as close to the ideal mechanic (refusing to allow players into the lakes at ALL in situations of imbalance) as it possibly can. Such a mechanic MUST hurt ALL members of the side who are swarming. It must make YOU, the side choosing to swarm, SUFFER for having made that choice, rather than us deciding that it's perfectly okay for the side with AAO, who can do NOTHING to resolve the problem, to have their experience ruined by something out of their control.

Any idea must incentivize switching to the faction with AAO because AAO states are no fun for the LARGER side, rather than for the SMALLER side. Now, what happens if we adjust rewards for the larger side? The smaller side has an incentive to refuse to fight because they know your rewards will be screwed. You create a new problem, which is that people don't want to RvR.

My view on it is that I should never have removed zonewide DR, I should just have refined the mechanics. Accordingly, you will have a Wounds debuff proportional to AAO, and the AoE cap for the outnumbered side will increase. That's the best way I can isolate small fights. But know this - there WILL be DR of some kind unless you allow me to implement a hard lock preventing players on the outnumbering side from even entering that lake when AAO goes past 40%. I no longer care about 6 man complaints that their isolated engagements get ruined by AAO. RvR isn't about them, nor is is about considering an isolated 6v6 or 24v24 engagement as separate when one of the realms has the playercount to imbalance every single engagement they fight. That's a realm L2P issue and it's time I forced realms with DR to adapt because of it instead of complaining because they won't distribute their forces correctly.

Also, this is an issue regardless of which side is affected by it. Please don't deflect with "Order Bias".
Thayli wrote:Piggybacking on this. Yesterday there was a lot of xrealming and I highly doubt that most, if any, changes to the RVR system to deal with this will be any more than a temporary bandaid (that will mostly punish organized play) until xrealming can be dealt with.

We can't control what pugs are doing and we already have to consistently play around them. As an example, in the case of cannons, our guild or alliance spreads out properly. Pugs fill the gap and you are still hit for 3k because you have no control over what other people are doing.
Hitting xrealming does nothing unless it's a hard lock. All that will happen is that people will scout the AAO state by other means and then log the side that has the highest population.

People go on and on about how a permanent realm lock would kill the game, but when it comes to me wanting to use the floating realm association, that so many people are trying to protect, to solve problems by using DR to force players to switch sides, suddenly people want to be on one realm again. Total have-cake-and-eat-it situation and it's not persuading me at all that permanent realm lock is the wrong solution.

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Miszczu5647
Posts: 447

Re: Changelog 25/11/16

Post#52 » Sun Nov 27, 2016 1:08 pm

Hard lock? Hmm... maybe it is something worth of trying? Advertise this in game for 48 hours for example. And start hard lock for 7 day. Then turn it off and start gathering feedback.

As a dedicated destro player I prefer this solution than being punished for something I never did, do and ever will do. Someone can't go to lake? There are sc's for pvp.
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Sigimund
Posts: 658

Re: Changelog 25/11/16

Post#53 » Sun Nov 27, 2016 1:36 pm

How long would the lockout actually need to be in order to make AAO hunting irrelevant? A day, maybe a week. Permanent lockouts would permanently fix it, true, but it's a sledgehammer solution.

If this is a reaction to the 1000s of irritating xrealmer posts then I can understand that feeling. This will sound ridiculous to many players but I always hoped to fully explore destro side (areas, PQs, quests etc) as well as order. I think Telen posted something similar. If you are familiar with Bartle, I am saying that there are things I get from this game other than just player killing and gear progression.

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Azarael
Posts: 5332

Re: Changelog 25/11/16

Post#54 » Sun Nov 27, 2016 1:37 pm

A week or so imo, but that comes with its own problems - any lockout stops the people who are trying to balance the factions by switching to the side with AAO from doing so.

Miszczu5647
Posts: 447

Re: Changelog 25/11/16

Post#55 » Sun Nov 27, 2016 1:49 pm

Is this possible to implement something like this: U can join faction who have AAO but not dominate one? Not when you choose your toon but when you try to enter oRvR lakes.
Value of AAO is for discussion (something between 20-40 IMO).
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Sigimund
Posts: 658

Re: Changelog 25/11/16

Post#56 » Sun Nov 27, 2016 1:55 pm

At the risk of crazy complexity, always allow players to log into the last faction they logged into but allow them to log into the other faction if doing so brings the realms closer to balance? Just a random thought rather than a serious suggestion.

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roadkillrobin
Posts: 2773

Re: Changelog 25/11/16

Post#57 » Sun Nov 27, 2016 2:00 pm

Just AoE hitcaps increased by AAO and AAO is enough for me to stay in the lakes gainst massive numbers atleast. Wounds debuff would make it over the top and isn't nescesary. I just tought you were completly against the idea of increasing anything that affects AoE damage in general. We been talking about it in the guild every now and than and the hit cap of 9 targets when facing 2:1 is what prevents the underdog from perfoming really. Nothing else. As for Order biased whatever. I just find it really funny that its only ever brought up on the forums when it happens to one side but in reallity consistantly happens to both realms. I see Ade running around in the lakes all the time, if you don't think im objective enough you can just ask him. As for organized guilds switching realms I have tree things to say. 1: We tried to do it, we got **** loads of flack from both Destro and Order side aswell as GM's basicly calling us dirty Xrealmers that ruins the game. We created Phalanx || for the sake of finding good rvr fights. Not for rolling with the zerg. 2: 24 man switching is a 48 population swing and usually ends up the exact same situation as you started with. 3: It stretched our guild to a point wich we could almoast not recover from. We lost probobly 20 players durning the time due to people being loyal to their main faction aswell as having people on both realm on at the same time causing anamosity within our guild. It might work for smaller guilds. It deffintly didn't work for us even tho I wish it did. Coz I really enjoy classes on both sides.
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blaqwar
Posts: 471

Re: Changelog 25/11/16

Post#58 » Sun Nov 27, 2016 2:04 pm

Miszczu5647 wrote:Is this possible to implement something like this: U can join faction who have AAO but not dominate one? Not when you choose your toon but when you try to enter oRvR lakes.
Value of AAO is for discussion (something between 20-40 IMO).
That would be a zone lockout and Mythic tried it before with Fortresses. It brings a lot of problems to the table, one of which is preventing players from actually playing the game (taking the choice away from them, not the same as letting them fight greater numbers should they choose so). I'd argue it creates more problems than it solves, especially if we insist on a only-1-zone-concurrently concept.

Also a realm hard-lockout has one huge issue that Mythic always struggled with, which is imbalanced population. And there's absolutely no way to solve it if you have only one server. I am confident that if a permanent hard-lock is ever implemented the server will slowly die despite its status quo.

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Thayli
Posts: 134

Re: Changelog 25/11/16

Post#59 » Sun Nov 27, 2016 2:20 pm

Azarael wrote:My view on it is that I should never have removed zonewide DR, I should just have refined the mechanics. Accordingly, you will have a Wounds debuff proportional to AAO, and the AoE cap for the outnumbered side will increase. That's the best way I can isolate small fights.
I would be okay with this as long as the numbers are not overly punishing. I am, however, not sure if this will be enough to incentivize pugs to still not simply switch to the zerg side. I mean, this boils down to human behaviour - choosing the path of least resistance - and this is incredibly hard to fix from a technical standpoint.
Azarael wrote: Hitting xrealming does nothing unless it's a hard lock. All that will happen is that people will scout the AAO state by other means and then log the side that has the highest population.
I think it goes without saying that a permanent realm lock will result in this project losing a large chunk of its player base, no matter the intentions. I would really dislike that happening, either way. But together with the DR you suggested, and lets say a 6 or 12 hour lock once you logged in a certain side, should net a massive improvement already, no?
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Telen
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Re: Changelog 25/11/16

Post#60 » Sun Nov 27, 2016 3:49 pm

What about a faction lock and a approved selection of guilds that can be trusted to self balance can
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