RvR, AAO and incentive for actual fights
Posted: Mon Aug 30, 2021 3:48 am
Current state of RvR is quite boring, player behavior runs on a simple algorithm of 'avoiding equal/bigger fights and chasing (zerging) smaller enemy groups'. And the reason is simple; it is more rewarding to do so. Game does not reward sieging and winning a keep with equal AAO, any more than zerging it with bigger numbers leading to 60% AAO. Players literally refuse to attempt a siege unless enemy is outnumbered. And current AAO rr bonus system is failing to incentivize fights for underdog either, because all it leads to is 6mans farming solo runners and strays; instead of actually facing equal or bigger groups.
There are plans for spreading the battle to map, supposedly for promoting for more even fights; but it is not hard to see how that will simply make having bigger numbers even more advantageous, leading to even more zerging behaviour. For any change to have a positive impact game needs to address two things;
There are plans for spreading the battle to map, supposedly for promoting for more even fights; but it is not hard to see how that will simply make having bigger numbers even more advantageous, leading to even more zerging behaviour. For any change to have a positive impact game needs to address two things;
- Incentivize players who will face a one-sided outnumbered battle to actually join the fight
- In terms of rewards, make it more appealing to chase equal/bigger fights rather than zerging
- Active zones accumulate rewards (medallions/shards/bags/bonus rr etc.) based on kills(*). Accumulation is also amplified based on AAO; zerging side gets smaller addition, underdog side gets bigger
- Once zone is locked, total accumulated rewards are distributed to players based on their contribution
- Player contribution (for getting accumulated rewards) is significantly reduced for kills via outnumbering battles, and it is significantly increased for kills fighting bigger groups.
- People running along zerg would feel more incentivized to run with a well organized but smaller group instead.
- Underpopulated side would want to take on and fight bigger number zerging enemies
- AAO now translates into better accumulated rewards (that is distributed among fewer people as well), and is a real incentive to join a one-sided fight.
- People wont choose quick zone flips over ones where there is proper resistance (in current system reward is same for both, so people see it as waste of time for same reward)