stillwaterww wrote:I think the urge to x-realm when a side wins or looses is overly encouraged at this time by how the current loot roll system works, Its completely randomly picking a couple players in the zone and lets them roll on the bags.
If it where so that a person that had been actively participating in a keep defense since the moment it started had a much higher chance of showing up on the loot table and thus making it near impossible for people "just logging in" to get on the charts would make it much less appealing to xrealm.
As I see it right now most rr gains are gained during attacking or defending, but the xrealming only starts to happen when a bagroll is imminent. Everyone wants to get a chance at those bags and how the system is setup that is understandable behavior.
I think encouraging sticking with an attack or defense and rewarding such loyalty accordingly would fix the xrealming problems much more effectively then putting a timer on switching sides.
See I dont necessarily think its the bag roll, its also the defensive tick too that grabs people. Not just that, if a person suspects that the offense is going to fail, they hop to defense, snag some nice RR/Infl and then get the Def tick and a chance at a bag. I dont think removing the chance at a bag will do it. Frankly its partly the def tick too. Which they alleviated some in the recent patch by making it so outer has to be down. I still wish there was more emphasis put on the BOs and things like Def ticks or Keep takes were lake wide so that more fighting would happen over BOs.
Right now its as if noone cares at all about BOs, 1 side ends up capping them all, then pushing to the keep where 99% of the fight happens. There needs to be a bigger impact on BOs.
1) lake-wide rewards divided by population base in the lakes. So when a BO is taken it rewards say 1000 renown and 500 influence to everyone in the lake. You could put a small condition on this so people cant afk in the lake, but the general idea is that if only 10 people are running around capping, they get 100 renown and 50 influence for each BO. If 50 people are doing it, they get 20 renown and 10 influence each. So its divided by player base - getting people SOMETHING for BO takes, but less and less the more are in the lake.
2) BOs should offer significant benefits for keep takes. One of the BOs could add a "25% damage increase to siege weapons" another could "reduce Outer doors HP" by X%. Another could be "Inner door" things like this. So that more emphasis is put on the BO takes. Another could "increase siege weapons HP by 25%" stuff like this. So if you wanna post up a good defense, you might go grab the siege weapon increase damage BO, so that oil does more damage.... or try and fight to grab the BO that increases the outer doors HP... stuff like that. Each BO provides a significant benefit (maybe even bump things to 50%) so that BOs provide a HUGE roll in keep takes. I also think the "lock" timer needs to be reduced down to like 5 minutes and remove the 3"00 to lock thing. You cap it immediately, its locked for 3-5 minutes. After the 3-5 minutes the defensive NPCs spawn which act as the defense. This makes BOs more contested and easier to re-take if no defense is there.