ORVR dynamics
Posted: Tue Sep 08, 2015 4:50 pm
hi,
i have a couple of feedback-y suggestions that are a compound between 'ancient' experience from massive scale orvr
on the original servers and current ROR one.
key goal: dynamic soft load rebalancing through incentives
1) past a certain threshold of players in an orvr zone with keeps, increase reward multiplier for participation in that
tier's scenario (just apply a multiplier based on 'overpopulation' of that zone.. does not need to be massive, just enticing enough to lure some people away from the zerg
2) have keep lord and npcs grow in power and keep capture/defense rewards the longer the keep is not taken (adjusted for time of day so that mornings arent more rewarding than primetime).. and subsequently lower the rewards for fast keep swaps.. this way you can turn off that 20 minute 'downtime' period but have the rewards for doing so progressively lower and lower (and higher in zones/keeps that are not paid attention to). You can achieve this by simple reward/damage output/TTD multipliers on keeps and keep npcs
i have a couple of feedback-y suggestions that are a compound between 'ancient' experience from massive scale orvr
on the original servers and current ROR one.
key goal: dynamic soft load rebalancing through incentives
1) past a certain threshold of players in an orvr zone with keeps, increase reward multiplier for participation in that
tier's scenario (just apply a multiplier based on 'overpopulation' of that zone.. does not need to be massive, just enticing enough to lure some people away from the zerg
2) have keep lord and npcs grow in power and keep capture/defense rewards the longer the keep is not taken (adjusted for time of day so that mornings arent more rewarding than primetime).. and subsequently lower the rewards for fast keep swaps.. this way you can turn off that 20 minute 'downtime' period but have the rewards for doing so progressively lower and lower (and higher in zones/keeps that are not paid attention to). You can achieve this by simple reward/damage output/TTD multipliers on keeps and keep npcs