Some Changes I would like to see...
During my playtime (US Prime) there is only really 1 viable playstyle. Zerg or nothing. I would like to see some incentives added to make other playstyles worthwhile, while not hurting the casual playstyles of the many.
Change 1: Change roaming with friends quest back to 25k rps upon completion, but change the mechanic of kill credit from the deathblow, to the group that does 75%+ damage to the target gets the credit. I believe this change would allow roaming groups to seek each other out and fight. Also would give more casual players a reason to venture out, form groups and try to complete the quests.
Change 2: Solo players should be rewarded for their patients. Increase solo quest reward by another 5-10k rps remove restrictions on where they can get credit and buff solo kill rps by 2-3k a kill. This will reward the solo player for venturing out and seeking kills.
Change 3: Add a rotating daily kill quest of some kind to move action around, i.e. Kill 10 players in mid maze, Kill 10 players in Dun Crauchon, etc. Make this quest reward 5-10k rps. Think something like this would be fun and would make players move from the norm.
Change 1: Change roaming with friends quest back to 25k rps upon completion, but change the mechanic of kill credit from the deathblow, to the group that does 75%+ damage to the target gets the credit. I believe this change would allow roaming groups to seek each other out and fight. Also would give more casual players a reason to venture out, form groups and try to complete the quests.
Change 2: Solo players should be rewarded for their patients. Increase solo quest reward by another 5-10k rps remove restrictions on where they can get credit and buff solo kill rps by 2-3k a kill. This will reward the solo player for venturing out and seeking kills.
Change 3: Add a rotating daily kill quest of some kind to move action around, i.e. Kill 10 players in mid maze, Kill 10 players in Dun Crauchon, etc. Make this quest reward 5-10k rps. Think something like this would be fun and would make players move from the norm.
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Ywain 1 Mid - Carlingford Hib - Tullamore Alb - Dalton
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OT: Ya. I'd like RPz besides zerging.
Full Groups to small mans should be rewarded for more rp per kill while roaming on EV and at tower fights (and EV towers should be treated as towers vs keeps- but the bonus should remain the same).
Solos should be rewarded for more rp per kill at docks, maizes and solo spots.
Change 4: Change the RP distribution calculation where the RP value of a kill is divided equally amongst all the players that did damage.
Change 5 : Reduce the overall value of RP/kill, and instead increase the value of RP quest completion.
Changes 6 : Groups get no quest credit on the roaming with friends if their target is not grouped. This would need a "buff" that flags you as grouped if you have been solo for less than 5 minutes (example) to prevent players from disbanding right before getting zerged.
Patience my bad
I think change 4/5 would hurt the vast majority of the players and that is not what I was leaning towards. For instance the DoT spamming zerg surfers would suffer, sure we all hate that a solo ment or necro can cap his defense bonuses by throwing a hand full DoT's out there but like said at the top of the post I didn't want to hurt the casual player.
As for change 6 would be a double edged sword, because lots of "Solo" people are jumping in on bigger fights or following around groups that they know they can leech off of, so shouldn't the group still get credit and full rps for these tasty treats?
My point with #6 is that what you are proposing with change #1 is to go back to pre-EC RvR, and I don't know if you remember but we were spending most of our time dodging zergs on EV, because the zergs would eventually loop back on EV to do their buggane and roaming quests.
Change #6 won't really help that, but it will help a lot the soloers. I'm not a die hard soloer, but to me the frustrating part is not getting killed by the odd 8 man once a night. It's getting killed by smallmans that 100% of their time is dedicated to roaming maze/solo spots.
If at least killing soloers is not made more profitable than it is now, it would help that part of the game.
In a Grab Bag a month or so ago I asked how RPs were distributed because I noticed I was getting a higher RP split per kill when running an 8man than I did when I was solo... @Carol_Broadsword confirmed that groups do get a bonus per single kill compared to a soloer... This has just never made sense to me it's so backwards...
I feel like the split should be even distribution of RPs (aka if a solo kill is worth 8000 rps solo, then a group would get 1000 rps each), but with that, if we reintroduced the higher daily reward of 25k for group quest, then this would keep 8mans happy but also make solo play more rewarding...
Bottom line is, risk vs reward should be a thing, and if you are zerging you should get the least amount of RPs, but at the same time if you zerg you should at least get SOMETHING... This honestly shouldn't be that hard C'mon @Broadsword
The 75% rule hurts zergs and that's great. I agree that some groups would potentially split from the zerg to get their roaming auest done.
But rewarding players that strictly go for smaller numbers isn't good imo, and that's exactly the issue we had before EC.
I don't think it would hurt the smallman, it would force that smallman to look for smallmans instead of getting full quest credit killing soloers.
I mean they'd still get the same RPs for killing that soloer, they just wouldn't get a quest reward on top.
#4 sucks shoke. lets say your 8 man fights another 8 man, does 90% of the damage and a stealther comes and hits every player once and runs off,. He should get the same amout of RPS as the 8?
So no realm points for healing classes?
#4 is basically how RPs were distributed before they changed it to favor grouping (aka zerging people down). It's not a new mechanic, it's reverting to an old mechanic.
I would love if it BS would make changes in game to de-incentivize groups from killing solo players. But, I dont think that would change behavior. People don't chase down and kill solo players just for the rps. I have watched streams of groups/smallmans killing solo'rs (not me) and they are laughing and giddy about killing the solo'r. They are not griefing for the rps.
I would like to see a mechanic put in the game that whenever a stealther joins a group of more then 3, they immediately blow up (like a failed sc attempt) and are ported back to capital city. (this is joke but would be awesome)
EV tower ports have to be either removed entirely or Crauch/Bled/Beno have to be ruined again so ports can be cut more readily. As was noted in a recent Grab Bag, EV Towers are considered keeps because they can be ported to and are therefore subjected to a higher capture / defense bonus than regular towers. This has become ridiculous as zergs rarely venture off EV as a result UNLESS there's only one zerg running. I would love for there to be MORE incentive to capture "enemy territory" than to circle or camp EV towers.
Kill tasks / quests should be tiered. This may require more "coding" on the part of BS but it works. You can only stick your head in the sand for so long... It becomes very addicting to see a kill count pop up on your screen while earning a small RP or BP award on top of it. You want players to keep playing. Give them a reason to.
Helps with fighting over keeps for df access to turn in and a small incentive to keep playing/killing
Thegenerallee-shadowblade
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Looking for fights is the worst part of the game.
Da fly family - 4501 4502 4503 4504 4506 4508 4509
Da spider family - 441 442 443 444 445 447
Ywain 1 Mid - Carlingford Hib - Tullamore Alb - Dalton
https://divoxutils.com/user-characters
LOL this is the most awesomeest post I've seen since I came back.