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Population cap for attackers during forts

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Kloaner
Posts: 121

Re: Population cap for attackers during forts

Post#71 » Thu Mar 31, 2022 3:04 pm

stop crying about Server Balance, just learn to play on the right faction. :roll: If everyone is playing on the same side there is no Underdog and yes it is that simple....
AM / RP / Shaman / Zealot / WP / DoK

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redsunbp
Posts: 70

Re: Population cap for attackers during forts

Post#72 » Thu Mar 31, 2022 4:52 pm

Garamore wrote: Thu Mar 17, 2022 8:23 am
Meliannia wrote: Tue Mar 15, 2022 7:35 pm
Tanski wrote: Tue Mar 15, 2022 1:44 pm destro attacking had 147 attackers and order had 76 defenders. Can a system not be implemented to boot attackers if the pop difference is that large?
147 vs 76 aint too bad with the ongoing long term and getting worse every week population imbalance
this last week ive seen a 102 vs 31 and a 125 vs 35

Anyway, you're preaching to the converted, expect the usual trolls to come out in force on this thread quicktime
Destro got organised.
Is the . at the end of the sentence supposed to make it more serious? Rotfl

You and the other guy need to take a deep breath, go outside and have a walk, you are so deep in the game its **** with your brains.

Ps. You didnt organize anything, people just jump on the bandwagon, why go Order to defend when I can easily fill the weekly by staying on destro? I have been doing, I would be an idiot not to. The RvR weekly needs to be changed from Forts to something else.

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Meliannia
Posts: 276

Re: Population cap for attackers during forts

Post#73 » Fri Apr 01, 2022 11:47 pm

least they have listened to us a bit and changed The Vile Weekly from 3 forts to 10 keeps which is doable, increased kills and Bos as we also suggested
having put 40 to 45hrs + time in a week and not take a fort for 3 weeks was beyond a joke
see if these changes do anything,
im thinking they wont change the population imbalance one bit, or the zerg, or the out of control laughable xrealming, only faction population cap or zero rewards will solve that.
but at least it will allow Order to have a fighting chance to finish the weekly instead of not even making it to stage 1 or 2, when destro complete it in 1 or 2 days,

Sugaree
Posts: 6

Re: Population cap for attackers during forts

Post#74 » Sat Apr 02, 2022 3:30 am

tvbrowntown wrote: Thu Mar 31, 2022 5:39 am
Sugaree wrote: Thu Mar 31, 2022 4:03 am Bring on the 24/48 hour faction lockout timer! Xrealmers can kick rocks
It really won't do a lot. Many people use VPNs so the timer won't do anything. Furthermore, people can just use two accounts as well.

What needs to change are the tasks for the weekly rvr. Reward participation and not winning to prevent situations where people are encouraged to log in to the winning realm.


A free shard I use to play had a 1 device per account rule, no multiple accounts... that sounds like a great idea too :lol:

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GamesBond
Former Staff
Posts: 1072
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Re: Population cap for attackers during forts

Post#75 » Sat Apr 02, 2022 8:31 am

Meliannia wrote: Fri Apr 01, 2022 11:47 pm im thinking they wont change the population imbalance one bit, or the zerg, or the out of control laughable xrealming, only faction population cap or zero rewards will solve that.
We won't force people to play a specific faction. It's a player driven campaign and players will always have the final say on what side they want to play on and eventually what side would have the zerg.

What we could do as team is incentivize the underdog faction and throttle the gains from zerging which you can spot some in the recent patch notes. We've also listened to many feedback and suggestions. Just because we rarely implement your own ones it doesn't mean that we don't listen at all. Maybe your ideas are adequate but highly biased?

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Tanski
Posts: 230

Re: Population cap for attackers during forts

Post#76 » Sat Apr 02, 2022 4:18 pm

GamesBond wrote: Sat Apr 02, 2022 8:31 am
Meliannia wrote: Fri Apr 01, 2022 11:47 pm im thinking they wont change the population imbalance one bit, or the zerg, or the out of control laughable xrealming, only faction population cap or zero rewards will solve that.
We won't force people to play a specific faction. It's a player driven campaign and players will always have the final say on what side they want to play on and eventually what side would have the zerg.

What we could do as team is incentivize the underdog faction and throttle the gains from zerging which you can spot some in the recent patch notes. We've also listened to many feedback and suggestions. Just because we rarely implement your own ones it doesn't mean that we don't listen at all. Maybe your ideas are adequate but highly biased?
The new AAO changes and weekly event changes are great. Starve rewards for zerging and more rewards for underdog. Nice work !

Also tying the weekly to keeps is great as well because typically defending a keep for 10 or so minutes is much more possible than defending a fort with 80 aao.
75+ BG
80 Choppa/slyer
80 wl
70 + sm
70 bw/sorc
80 wh, we
60 sham/am

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