mattymc wrote: ↑
Fri 29 May 2020 1:57 AM
tyrantanic wrote: ↑
Thu 28 May 2020 6:16 AM
mattymc wrote: ↑
Thu 28 May 2020 2:04 AM
Really --- you see no similarities whatsoever between the pop flows and decisions not made??? Interesting
I don't blame developers for players making poor choices. Nothing the developers do will change that. The majority of the player base here is casual and not competitive as clearly demonstrated by the failure of the PvP event. They want RPs. Not good fights. Is zerging / steam rolling the other realm(s) the best way to make RPs? No. Is it the easiest? Yes. If you remove the means of obtaining RPs easily, players will quit and the population will dwindle. That is an unfortunate reality of the DAoC community.
Probably true -- isnt it worth trying something different though?
Depends on what you have in mind. The current reward system works well for those who play competitively and still allows for casuals to gain RPs at a steady rate. Of course those who play more will earn more but that won't change without imposing RP ceilings on a daily, weekly, or monthly basis. My only gripe is rewarding RPs for empty keep / tower captures (aka PvE RPs). A system similar to what Live has currently wouldn't be bad: players only earn RPs for successfully defending or capturing keeps / towers when enemy players are present and scales based on the number of enemies killed. However, I don't think this is a major driving force for the issue at hand.
The truth is, players group together to increase their chance(s) at beating other players. This is a skill gap problem which really can't be solved by a developer. Class balance, and by extension realm balance, plays a part in this but doesn't outweigh the skill component. My group on Alb has beaten 2-3 groups of Mids (sometimes Hibs) doing tasks and attempting to capture towers when we should have easily been steam rolled. I've seen this done by groups on other realms as well. Numbers do not always dictate outcome. Developers can incentivize players to fight "fairly" or punish players that don't, but it won't matter unless the skill gap shrinks. Zergs dodging each other or ganging up on the underpopulated realm is a result of poor leadership which ebbs and flows with population. At the end of the day, the game can only be as good as its player base.