The inherent problem of zone-stack caused by AAO and a possible "fix"
Posted: Sun Aug 04, 2024 11:35 am
I have been playing exclusively on order for about 2-3 months with a lot of small roaming in RvR and I always try to take advantage of AAO if it is available.
The big flaw in AAO is that it doesn't give incentive to the overpopulated side to split up into the second (empty) zone.
The most common situation when one side has 40+ AAO is they want to be in that zone. However, the overpopulated realm has no reason to enter the empty zone, as it will instantly go to 100-400 AAO for the other team depending on their group size and take way too long for enough enemies to come to that zone chasing AAO, until they benefit from splitting at a certain point. So they won't have anything to fight for some time, and will get extremely reduced RP until the pop starts balancing itself out. Anyone but a couple solos/duos will want to stay in their overpopulated zone with "only" -40 AAO.
To fix that specific but constantly occuring problem, I suggest to add a second AAO-like buff:
If your own realm is stacked in one zone, you should get increased RP for going to the unpopulated zone, independently of where or how many players of the enemy realm are in lakes. This way, small groups can leave the -40 or higher AAO zone, carry a couple boxes for high RP and not get nearly nothing for killing the very few enemies there, and enemy groups will show up because they want to chase the new "highest AAO".
I don't know how you would want those different multipliers to work together, but I'm certain it would be a better incentive for the overpopulated to split than "you get less rewards here, go to the other zone (where you will get literally nothing)".
The big flaw in AAO is that it doesn't give incentive to the overpopulated side to split up into the second (empty) zone.
The most common situation when one side has 40+ AAO is they want to be in that zone. However, the overpopulated realm has no reason to enter the empty zone, as it will instantly go to 100-400 AAO for the other team depending on their group size and take way too long for enough enemies to come to that zone chasing AAO, until they benefit from splitting at a certain point. So they won't have anything to fight for some time, and will get extremely reduced RP until the pop starts balancing itself out. Anyone but a couple solos/duos will want to stay in their overpopulated zone with "only" -40 AAO.
To fix that specific but constantly occuring problem, I suggest to add a second AAO-like buff:
If your own realm is stacked in one zone, you should get increased RP for going to the unpopulated zone, independently of where or how many players of the enemy realm are in lakes. This way, small groups can leave the -40 or higher AAO zone, carry a couple boxes for high RP and not get nearly nothing for killing the very few enemies there, and enemy groups will show up because they want to chase the new "highest AAO".
I don't know how you would want those different multipliers to work together, but I'm certain it would be a better incentive for the overpopulated to split than "you get less rewards here, go to the other zone (where you will get literally nothing)".