Possible Solution for Population Inbalance in RVR?

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jackotamo
Posts: 9

Possible Solution for Population Inbalance in RVR?

Post#1 » Mon Feb 05, 2018 8:50 pm

Hi, not sure if this was talked about before...


I was thinking if there should be another bonus for AAO for the underdog, I remember back in WoW they had a similar system where you got buffed depending on how outnumbered you were. I was thinking perhaps in addition to the exp/reknown buff that you also had 5% increased damage/healing per 20%.

It would certainly encourage those to go out there and fight and make use of that type of buff which should help balance out the numbers once more people go. I think this number could possibly use some tweaking as to prevent abuse such as intentionally creating AAO for a small band to faceroll.

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Darosh
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Re: Possible Solution for Population Inbalance in RVR?

Post#2 » Mon Feb 05, 2018 10:43 pm

jackotamo wrote:I was thinking if there should be another bonus for AAO for the underdog,[...]
There already is an additional bonus, in a sense: an incentive to group up and get organized. There have been plenty of occasions that saw smaller numbers farm bigger numbers for hours.

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Scrilian
Posts: 1570

Re: Possible Solution for Population Inbalance in RVR?

Post#3 » Tue Feb 06, 2018 2:12 am

AAO buff is enough encouragement as it is.
Numbers balance out themselves and are in no need of arbitrary widespread buffs, that will be abused to their fullest.
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Foomy44
Posts: 572

Re: Possible Solution for Population Inbalance in RVR?

Post#4 » Tue Feb 06, 2018 6:58 am

Seems like this would benefit some classes more than others. Yeah sure, a 5% damage bonus for a group fighting a slightly larger group wouldn't be too terrible, but can you imagine getting ganked by a WH/WE with a 25% damage bonus up?
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Sulorie
Posts: 7458

Re: Possible Solution for Population Inbalance in RVR?

Post#5 » Tue Feb 06, 2018 7:55 am

Could you imagine that all those suggestion were already made ages ago and were refused because they have serious flaws? :)
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Aurandilaz
Posts: 1896

Re: Possible Solution for Population Inbalance in RVR?

Post#6 » Tue Feb 06, 2018 12:04 pm

WE:
Flanking; +15% dmg
ToB: +15% dmg
MT: +15% dmg
[optional Sorc with IG: +10% dmg to party members]
give WE 100 AAO, that is +25% dmg according to OP
at 100 AAO WE could pump out +70% more dmg.
with 200 AAO, 95% dmg increase

if currently my WE with +30% dmg output might dish out 5k dmg in 5 seconds, sometimes lucky crits up to 6k, with 100 AAO it could rise easily up to 8-9k dmg output in 5 sec timeframe. With 200 or 300 AAO we looking at 10-12k dmg outputs within the usual 5sec gank timeframe.

...OP, are you sure you want this?
Because my WE feels like it suddenly wants this. :D

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jackotamo
Posts: 9

Re: Possible Solution for Population Inbalance in RVR?

Post#7 » Tue Feb 06, 2018 12:37 pm

Yes, I said damage and healing.
The % could be adjusted, that was just a number I started with. It could also include % decreased incoming damage.

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NoRKaLKiLLa
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Re: Possible Solution for Population Inbalance in RVR?

Post#8 » Tue Feb 06, 2018 1:01 pm

This has been theory crafted before- it would break rvr and won't be implemented.
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Smellybelly
Posts: 298

Re: Possible Solution for Population Inbalance in RVR?

Post#9 » Tue Feb 06, 2018 1:19 pm

jackotamo wrote:Hi, not sure if this was talked about before...

reKnown buff
This triggers me far more then i would like to admit but i am triggered nontheless! :lol:

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BrockRiefenstahl
Posts: 409

Re: Possible Solution for Population Inbalance in RVR?

Post#10 » Tue Feb 06, 2018 1:32 pm

Scrilian wrote:AAO buff is enough encouragement as it is.
Numbers balance out themselves and are in no need of arbitrary widespread buffs, that will be abused to their fullest.
The playernumbers clearly show that it was the wrong direction in general. Not only the lack of incentive, but also other weird balance changes. So if the last 2 month where I havent been online, has everything changed drastically then you are probabely right. But in 90% of the times it happens like this: Oh faction XY have XYXY more players. Counter faction tries to tap a BO or two, get roflstomped and from there on most of the counterfaction players stand in front or inside their warcamp and hope that it is over soon. Its not often that it is an even fight. And people are tired of it.
I dont want to sign OPs underdog buff mechanic, because thats also predestined to fail. But the Hosts should clearly think about the buff/nerf decisions and should draw conclusions about that. The numbers are not magically increasing by a huge margin in favour of a faction just like that. Both sides have been hit with the nerfbat but some nerfs have been made to mostly smallscale/1v1 balance while other 80% of nerfs are purely group/utility nerfs. Devs always say game is not balanced about 1v1, but still some of the nerfs have not such a big impact in a WB than in 1v1/Smallscale. And those are also factors that let a player say: OK fu*k it, I am done with it now and either he leaves or he rerolls FOTM counter faction.

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