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.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.
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".
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.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.
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.