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Incentivize being the Underdog

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metroid24
Posts: 9

Incentivize being the Underdog

Post#1 » Sun Aug 29, 2021 1:05 pm

Hi, i would like to propose a general fix to the underdog faction, be that Destruction of Order. I see alot of good players getting bored/leaving the game the last weeks/months, some due to the fact that the City grind does not interest them to get endgame gear. Sure, you can get a few Royals from bags, but as the faction that pushes zones that is also easier to get, so the underdog gets screwed a bit.

*Suggestion* Give an increased drop bonus on Invader/Royal shards for AAO. I dont know what the % of drop rate is currently , but increasing it further for those under AAO effects would inccentivize more action in the lakes from the defenders. That way you may still end up with atleast something even though your side is getting steamrolled.

The server is generally dominated by 1 faction for several months at a time, a few months ago it was destruction, now it is order for City pushes. Unless you are in one of the top Warbands that does cities and usually comes out Winner, getting Royals can be a struggle. It should still be a struggle but atleast give a little bit more option for people to have RVR fun out in the lakes a few hours and get a few more shards instead of waiting in warcamps and letting one side push all the way to city and then play City, even though they may hate doing it.

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Strakar
Posts: 144

Re: Incentivize being the Underdog

Post#2 » Sun Aug 29, 2021 5:49 pm

I agree, I've seen this requested in a few feedback posts. Couldn't hurt to try.

However the small group aao farm has been well published to be quite healthy right now anyway for rr gain and possibly shard drops anyway. While lucrative, it doesn't do anything for overall orvr, just the rich get richer for the small groups picking off stragglers running supplies or going to siege late. I'm not sure it would change the macro behavior. It would still give those players another way to progress.

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Koryu199X
Posts: 122

Re: Incentivize being the Underdog

Post#3 » Sun Aug 29, 2021 6:20 pm

Interesting, finally some real input. I would suggest this be a sort of bonus for zone locks, providing players fought in zone. However, there is one issue and that is that when underdog you are most likely getting zerged which would potentially result in there being no increased rewards. I think therefore AAO should potentially provide a boost either to defence or offence. But definitely an increase in drops of crests/high end gear wouldn't hurt. But again this is needing a big overhaul especially in the splitting of the zerg. Zones possibly are needing more terrain to hide in.

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Aethilmar
Posts: 758

Re: Incentivize being the Underdog

Post#4 » Sun Aug 29, 2021 8:21 pm

The premise this post is built upon is incorrect. The entire RvR reward system is built around zone flips (and fort flips) not zone fights. From a game system perspective the zerging is the desired outcome not a defect.
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Satirico
Posts: 71

Re: Incentivize being the Underdog

Post#5 » Sun Aug 29, 2021 9:47 pm

The idea is good but wouldn't change the zerg scenary. Also, the chances this idea be taken serious by "the gods" are very low.

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mynban
Posts: 203

Re: Incentivize being the Underdog

Post#6 » Mon Aug 30, 2021 2:28 am

I agree, AAO needs to have impact on invader/royal/bag drop to be incentive enough for people otherwise facing a onesided rolfstomp to not give up and keep fighting.

I also think it needs to be paired with a reward system that rewards even fights, so that people in high AAO zone dont hunt just smaller groups while avoiding actual fights (current situation). In other terms make outnumbering a smaller force (rather this is a full wb fighting a 6man, or a 6man hunting a solorunner) to be significantly less rewarding than fighting an equal size enemy. And I am talking about actual rewards like invaders/royals/bags, not rr points.

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don775
Posts: 81

Re: Incentivize being the Underdog

Post#7 » Mon Aug 30, 2021 6:19 am

viewtopic.php?p=490958#p490958

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