You're incentivizing incorrectly
IRC is a problem, Hero is a problem. . .it's the same problem. We all want competitive fights that we have a chance to win. One stacks the deck by grouping only the most hardcore, veteran, elites while the other runs you over with brute force. Unfortunately, neither one will ever adopt the best solution to the problem, self-regulation. Without that, having a larger population can, at least, make some of these issues less intrusive. You can't just wish for a bigger population but you can make it feel bigger.
The next best thing is proper incentivization by Broadsword. Here's two quick changes that should be made in order to encourage players to get more fights.
1) RP bonuses based on total populations don't get the desired effect. You have three sides as a check but don't incentivize players to use it. Do this instead: pop. example - 100 Hibs, 50 Albs, 25 Mids. . .
H kills M = 0% RP bonus H kills A = 0% RP bonus
A kills H = 50% RP bonus A kills M = 0% RP bonus
M kills H = 100% RP bonus M kills A = 50% RP bonus
2) Death buffs. When you die with no chance to win what happens? Log or zerg. Instead of that choice incentivize players to try again/go back out to the RvR zones. Each PvP death is followed by a 1 hour buff that gives 20% extra RPs and STACKS with each death. The longer players keep playing the more fights you get.
The next best thing is proper incentivization by Broadsword. Here's two quick changes that should be made in order to encourage players to get more fights.
1) RP bonuses based on total populations don't get the desired effect. You have three sides as a check but don't incentivize players to use it. Do this instead: pop. example - 100 Hibs, 50 Albs, 25 Mids. . .
H kills M = 0% RP bonus H kills A = 0% RP bonus
A kills H = 50% RP bonus A kills M = 0% RP bonus
M kills H = 100% RP bonus M kills A = 50% RP bonus
2) Death buffs. When you die with no chance to win what happens? Log or zerg. Instead of that choice incentivize players to try again/go back out to the RvR zones. Each PvP death is followed by a 1 hour buff that gives 20% extra RPs and STACKS with each death. The longer players keep playing the more fights you get.
Comments
If it can be done. I have no issues with either suggestion.
I feel bad for the casuals all the time.. if you don't run with Hero zerg what can you do for fun but get wiped by zerg or IRC?
IMO pop is a greater issue than IRC
Also @Broadsword should give hero a permanent 40% 5000 unit aoe realm snare so his zerg runs stupid slow
Also, IRC holds draft nights where they pick 2 captains and pick random groups. They run best of 5 then redraft
People can't take criticism and think whatever they're doing is fine and won't adjust then wonder why better players constantly win
Addressing the one sided zerg problem could, in part, be solved by a larger population. However, it doesn't stop players from jumping on the bandwagon to maximize their RP output with minimal input. The tweak to underpopulation bonuses described above would help in that regard. However, I think the biggest culprit is tower/keep defense/capture bonus. These need to be adjusted to benefit the smaller force (whether defending or capturing) over the larger force. The number of kills and rezzes needs to be weighted by the total number of players in the area on a per realm basis. This would also address solos and small mans earning a larger fraction of keep bonuses than a full group.
The death buff can be abused for sure. You would almost have to change your ToS to prohibit set fights unless you go /rpoff.
A spin on your idea could be a buff related to keep defense/attack instead of death.
Example, you defend keep X and fail at defending (attackers win). You then have the 20% buff thatvstacks with each failed defense and that applies until you win a keep/tower fight, then it resets.
The defense RPs should def be adjusted based on present pop (to increase value given to low pop). It is completely ridiculous that you can take a tower with 4/5'1 pop dadantage and get big bonuses, while the defenders get a crappy bonus because they weren't able to kill anything.