Grotnob
Fledgling Freddie
- Joined
- Oct 28, 2008
- Messages
- 154
I'm on fairly regularly, and now I've hit T4 with another toon, I'm noticing Mythic's overall gameplan is going to cost them subscriptions;
They're trying to cram an increasingly large portion of the population into a comparatively very small place (T4). In an ideal world, Mythic/Goa don't want R40s leaving, and they also want to encourage lower ranks to get to T4, because that's apparently where the "real game" begins. This means there's more people coming in to T4 than are going out.
This is going to cause problems with how they assign loot from keeptakes and such, because the more people are fighting over a zone, the bigger the zerg needs to be in order to take a keep. This also means the bigger the zerg you're with, the smaller the chance of getting a loot bag worth the effort.
There really is not much point attacking keeps unless you roll them in seconds with four warbands, because if you aren't in, done and gone in about 5 minutes at primetime, you're going to have a couple of warbands in defence to contend with. Whilst this isn't so much of a problem for a zerg, it's sure as hell a problem for a warband, which is all the number of bags you get from a keeptake is really accounting for.
This gets even funnier if they ever get round to fixing the contribution system so that it actually takes account of relative contribution; Who's going to contribute more to a keeptake? A R40 RR4x+ in full Darkpromise (or Order equivalent) that's only going to sell or shard the Annihilator pieces, or a R36 RR35 in levelling greens and the odd blue/purple who actually needs and will wear the Annihilator set pieces?
I've not seen anything in 1.2 that's going to address these issues. Perhaps I missed something. Maybe the Darkness Falls thingy will ease the strain on T4 for a while, but once the big boys are done dry-humping the instance for loot, they'll be back in the ORvR lakes again, and ofc they're going to want to keep the instance in their realm's hands, so the zerging of keeps will continue ad nauseam.
I'm rapidly approaching the nauseam stage already.
I do sort of have a half-baked solution to the loot bag distribution issue arising from necessary zerging;
Multiple loot rolls.
So say you've got 96 people rolling a keep. Under the current system you've got a very small chance of getting a gold bag.
What if when more than say a warband and a half are attacking, the game were to divide the number of attacking players into roughly equal groups not exceeding 24, irrespective of existing warband membership, and assign them to a "loot group"?
Each loot group would then get it's own allocation of bags to roll on, meaning no matter how big the zerg, you're only ever going to be rolling against up to 23 other individuals. If the loot groups are smaller than 24, the number of bags available to that group is depleted accordingly so that everyone ends up with roughly the same increased chance of getting a gold bag.
I know the suggestion's not without it's flaws, (not least the additional calculations the server needs to do whenever a keep's taken, and the increased chance for bugs and errors to creep in as a result,) but I think it bears some consideration. As it is, T4's going slowly but inexorably downhill, and strongly favours the Darkpromise brigade at the expense of those just joining the tier.
They're trying to cram an increasingly large portion of the population into a comparatively very small place (T4). In an ideal world, Mythic/Goa don't want R40s leaving, and they also want to encourage lower ranks to get to T4, because that's apparently where the "real game" begins. This means there's more people coming in to T4 than are going out.
This is going to cause problems with how they assign loot from keeptakes and such, because the more people are fighting over a zone, the bigger the zerg needs to be in order to take a keep. This also means the bigger the zerg you're with, the smaller the chance of getting a loot bag worth the effort.
There really is not much point attacking keeps unless you roll them in seconds with four warbands, because if you aren't in, done and gone in about 5 minutes at primetime, you're going to have a couple of warbands in defence to contend with. Whilst this isn't so much of a problem for a zerg, it's sure as hell a problem for a warband, which is all the number of bags you get from a keeptake is really accounting for.
This gets even funnier if they ever get round to fixing the contribution system so that it actually takes account of relative contribution; Who's going to contribute more to a keeptake? A R40 RR4x+ in full Darkpromise (or Order equivalent) that's only going to sell or shard the Annihilator pieces, or a R36 RR35 in levelling greens and the odd blue/purple who actually needs and will wear the Annihilator set pieces?
I've not seen anything in 1.2 that's going to address these issues. Perhaps I missed something. Maybe the Darkness Falls thingy will ease the strain on T4 for a while, but once the big boys are done dry-humping the instance for loot, they'll be back in the ORvR lakes again, and ofc they're going to want to keep the instance in their realm's hands, so the zerging of keeps will continue ad nauseam.
I'm rapidly approaching the nauseam stage already.
I do sort of have a half-baked solution to the loot bag distribution issue arising from necessary zerging;
Multiple loot rolls.
So say you've got 96 people rolling a keep. Under the current system you've got a very small chance of getting a gold bag.
What if when more than say a warband and a half are attacking, the game were to divide the number of attacking players into roughly equal groups not exceeding 24, irrespective of existing warband membership, and assign them to a "loot group"?
Each loot group would then get it's own allocation of bags to roll on, meaning no matter how big the zerg, you're only ever going to be rolling against up to 23 other individuals. If the loot groups are smaller than 24, the number of bags available to that group is depleted accordingly so that everyone ends up with roughly the same increased chance of getting a gold bag.
I know the suggestion's not without it's flaws, (not least the additional calculations the server needs to do whenever a keep's taken, and the increased chance for bugs and errors to creep in as a result,) but I think it bears some consideration. As it is, T4's going slowly but inexorably downhill, and strongly favours the Darkpromise brigade at the expense of those just joining the tier.