Mac wrote: ↑
Mon Feb 11, 2019 8:20 pm
I hear ya, and I can see it from your viewpoint as a solo casual player. BUT... Will you still be here in 6 months when the RR10+ are ROFLstomping you?
That's a fair question. I hope to be. But I should also mention that since I've been solo in the RvR zerg since level 33, and I'm currently 38, getting ROFLstomped is about the only thing I do now.
Based on how I'm playing, I'd say as long as there is an active zerg, there is a good chance I'll be here. I mean everybody burns out, takes breaks and so forth, but whether or not they come back after a break depends on what there is to come back to.
Maybe someday I'll feel competent and confident enough to join up with a group, and maybe my view of RvR will change. But for now, I feel it's better if I let the perfectionists do their organized thing, and follow behind them, healing and meleeing when I can. The tasks seem to create the zerg, and I don't think I could be out there now without it. Not in any way that was fun at least.
The reality is that to keep the player population high, we need all playstyles to be fun in some way. The stealthers need to succeed enough to keep them logging in, the 8-man's need to be out roaming, the small-man's need to keep forming up and heading out. The zerg is the gateway drug to RvR, you know there will be action, and if you go out enough you will have chances to play a part effectively. But is the zerg alone enough? Probably not. So how do you keep people with different playstyles engaged, without negatively affecting other playstyles? That's hard to say, and beyond my experience level to recommend.
With that said, I think some mix of tasks for different playstyles could work. Noobs like me need "fight in" tasks in zones we can get to easily. I really can't say what kinds of tasks would help keep high RR players in well organized groups engaged. But I think if there was a rotation of tasks for different playstyles, then it could be beneficial long term.
EDIT: I should also add that I don't know what kind of rewards would make sense for tasks targeted at high RR players, but that would be in important factor in implementing them.