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idea to balance the number of players in the 2 factions
Posted: Wed Dec 23, 2015 9:28 am
by julie
Hello everyone . I am new to the forum. I have an idea to balance the numbers of players in the two factions. why not take a bonus, style, more RP, more drop, or more xp when playing the weakest side in the number of players. this will avoid to find this in RvR to 20 against 100.
Thanks see you soon .
Re: idea to balance the number of players in the 2 factions
Posted: Wed Dec 23, 2015 10:10 am
by Asimo
This is AAO for
Re: idea to balance the number of players in the 2 factions
Posted: Wed Dec 23, 2015 10:20 am
by julie
AAO is not enough for balance
Re: idea to balance the number of players in the 2 factions
Posted: Wed Dec 23, 2015 10:33 am
by Nishka
Was implemented on live, as realm bonus. "Order/destruction gains 20% more xp/rr on this server"
Re: idea to balance the number of players in the 2 factions
Posted: Wed Dec 23, 2015 10:55 am
by Bretin
no need
Re: idea to balance the number of players in the 2 factions
Posted: Wed Dec 23, 2015 11:06 am
by talissera
Atm AAO doesn't grant stimulus to fight, people leave loose side pretty fast. Very often with theoretical side parity (no bonus/20-40%) we don't see anybody - people afk in warcamp or gank somewhere.
Since people earn 31/40 pretty fast, there is no point to fight in AAO side because you don't need exp/ren. There only need is in the gear. Winning side pretty sure kill any opposition and with more chances to gain medals, losing side gets only "fun" and theoretical chances to loot anything. With some kind of resistance winning side gain two free medals.
So, without strong motivation like "we go for fun, we want to kill dat @#$%" the only stimulus may be in some kind of bonus. The dark side of this path is the inescapable evil of slackers.
On live there was a system of bags with some kind of loot. In our case it may be rare ingridients for craft - rare seeds or complete blue or violet ingridients for talismans or potions (like rare ingridients for armor potions). Curio, essenses, main ingridients are pretty important things and have high demand because all want +20 talisman.
The main problem - to balance the idea to award the finest and to get nothing to lazies. You defend keep good, killing hundreds of foes and had been overwelmed by the tide? The Gods smile upon you granting precious piece of violet jewelry or weapon armor seed which can be sold with high price.
Re: idea to balance the number of players in the 2 factions
Posted: Wed Dec 23, 2015 11:25 am
by julie
absolutely ! the gain xp / RR is not enough. rather we must increase the drop rate, armor, medallion. there are only ca to motivate the players return from the lower side
Re: idea to balance the number of players in the 2 factions
Posted: Wed Dec 23, 2015 7:09 pm
by julie
what fun you make empty castles. I stopped playing order by precisely that there is almost no destru!
we must motivate players with a larger drop when the order balance or destru is the lowest!
Re: idea to balance the number of players in the 2 factions
Posted: Wed Dec 23, 2015 7:55 pm
by Bignusty
AAO isn't a good idea to balanced something when a side see 200+ AAO whitout warband the Orvr is staying empty.
And people are stupid to ! Because you win nothing when Orvr is empty no def no medal poor rewards rr influ and exp but there si no change peeps continue to do Rve that why some good players or guilds are juts playing Scen.
And as said someone before yeah what the hell the lower side want to def something when you win so poor rewards when you win a def it's a joke ou are right ?
Re: idea to balance the number of players in the 2 factions
Posted: Thu Dec 24, 2015 12:41 pm
by julie
example now. 56/44 for the order. how do you take a castle or just fun rvr .same with a good group, . This is massacred. It may be fun to order, but it will kill the game

you really have to find a way to balance the factions.