I can't claim credit for this as I saw it on Reddit first but it seems genius to me:
- Territory control is determined by WARs
- WARs currently have 100 players. 50 on each side.
- To help prevent one faction from steamrolling, make the number of players each side gets depend on the number of territories each holds
- If both have the same number of territories then each side gets 50
- If one side has 4 territories and the other 6. The side with 4 would get 60 players and the side with 6 would get 40 players
- It the side with 6 territories wins and it's now 7 territories to 3 territories the next WAR would give the underdogs 70 players and the larger faction 30 Players.
Seems like a great and dynamic solution to the problem. It gets progressively harder to win more territory and it incentivizes the smaller factions to fight. I think maybe the numbers can get tweaked a bit so I wouldn't be hung up on them, but the concept itself of adjusting attackers/defenders based on territory control is a good one.
Thoughts?
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The fix you posted accepts the imbalance as being permanent and tries to deal with it in the WAR instance.
A generic power buff to everything creates an incentive for more and more players over time to pick or switch to the factions with the bonus so in theory the imbalance would just go away over time.
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Any system needs fluidity which the one you mentioned may be lacking, I don't see 30 guys ever winning against 70 guys, so the map is always going to have a limit to how far one faction can go. Now that may be what players want but I would suggest a different way.
What about if the system penalised the larger faction yet not excessively, still allowing for a map wipe? The winners get rewards but then other factions get back their "core" zones straight away. You add to that a time period before which the core zones could not be attacked again.
Some of my idea is a bit complex and my gut feeling is that before trying new schemes they should look at old solutions, coming up with new schemes often has unintended consequences.
Also, for player retention I'm not sure we can wait months and months for folks to switch.
The main issue IMHO is not having one company/Faction blob the whole server at launch. Folks will just quit.
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And as I said, do not get caught up in the numbers. Maybe it's not 30/70. Maybe thats 42/58 or something. The key is that the number of players on each side is dynamic based on who owns more land.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
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"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
“Microtransactions? In a single player role-playing game? Are you nuts?”
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All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
That would also allow the balance-fixing mechanism to be less invasive. Imho a strong enough balancing mechanism that faction imbalances wouldn't happen would be too strong and screw up the rest of the game's balance too much. It's much better if they make a strong balancing mechanism only for territory control, and some kind of much weaker incentive for faction-switching.
Logic, my dear, merely enables one to be wrong with great authority.
I dunno. Not saying it is THE answer, but I liked it. I like the buff idea too. I like ANYTHING that will help stop the one Faction blob situation.
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All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
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I used to just load up on Faction and town board quests and head out. The faction quests were mostly similar to the Town ones: Go kill x of these guys or go get Y of those items from chests.
The PvP ones never change and were lame, so we ran them once and that was it.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
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Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Proud MMORPG.com member since March 2004! Make PvE GREAT Again!
The PvE quests may have lower rewards but they also often send you to locations where you may already have town board or town NPC side quests anyway so they kind of make up for it a bit with efficiency.
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Same thing in EVE, numbers did not always prevail, 100 could beat 400 through superior tactics ...and lag.
Most extreme example, Runes of Magic, 8 or so players who cash shopped their way to literal god hood (spending roughly $4K to 8K each) were almost completely unkillable even when the numbers were like 1 against 50 like level players.
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