As it is now, the rewards system (medal drops on kill) rewards low risk playstile the most - like ganking, zerging and xrealming in a bad sense.
So i would like to suggest another mechanic for consideration somewhere in the future.
When a player is in actual pvp combat near an objective, a timer starts ticking. Each several ticks (modified by AOO and total number of players fighting) is a medal. Actual medals are awarded when objective becomes "safe", so zerging gives minimum reward, but holding the line against superior numbers gives the most even if your side lost in the end.
[Suggestion] Medal rewards redesign
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Re: [Suggestion] Medal rewards redesign
I feel the losing side already gets rewarded enough. There are plenty of kill quests for keeps and Free loot bags for the losing realm. Combating zerg play is difficult. Players already get awarded medals for taking BO's and holding them plus extra RP/EXP/Tokens for taking a BO against a Zerging realm.
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- TenTonHammer
- Posts: 3806
Re: [Suggestion] Medal rewards redesign
Not ganking but I have noticed a lot of solo roamers running around just trying to "steal" death blows to win loot rollsshaggyboomboom wrote:ganking a lowrisk style of play? ok...

- shaggyboomboom
- Posts: 1230
Re: [Suggestion] Medal rewards redesign
that kind of player will always be out there, there is nothing you can do with player mentalityTenTonHammer wrote:Not ganking but I have noticed a lot of solo roamers running around just trying to "steal" death blows to win loot rollsshaggyboomboom wrote:ganking a lowrisk style of play? ok...

Re: [Suggestion] Medal rewards redesign
Damn WH gankers! knocking me down and stealing my supplies!TenTonHammer wrote:Not ganking but I have noticed a lot of solo roamers running around just trying to "steal" death blows to win loot rollsshaggyboomboom wrote:ganking a lowrisk style of play? ok...

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