I admit it, I’ll drop into a zone and grab some easy points from a zone flip. Why? Because it’s an easy win. That’s a 10th of a level at the moment and I’d be a fool to ignore the opportunity. So lets assume I’m not in the minority, lets assume that this particular view is the majority view, because maybe I’m not the only one that notices a holding pattern near the teleporter once the zone flip is close. I normally like to arrive as the outer door has just gone down, since I see no point in fighting for a keep, given the chance of a loot win is so low and it’s highly unlikely it will be of any interest to me. Plus the whole affair bores me rigid. Is that honest enough?
Without doubt, there is a small subset of players who don’t give a crap about the RPs from a zone flip, probably because the numbers are so low as to be meaningless. They’re as geared as they going to be for a long time and it’s all about the fight, win or lose, though preferably win. But that’s a bloody small subset considering how many times when I’m on my lonesome, known organised warbands will dismount to kill me, for a few pitiful RPs. Barely enough to fill a thimble. As a high-ranking group of 8 in DAOC, we’d often leave 1’s and 2’s of players alone, because they were no challenge, let me repeat that, because they were no challenge, but certainly not in this game.
I think we need to recognise the mindset of the majority of the players. Lets not kid ourselves when we consider the options available to a developer when that’s the prevalent mindset. You can take a horse to water, but you can’t make it drink. I’d love Mythic to conjure up a fair fights/situations night after night, but it’s never going to happen, outside of scenarios and that seems to be a struggle.
So regardless of what changes you suggest, no matter how clever, the question you must ask yourself honestly. Will that change provide a genuine alternative, or merely move the single rail slightly to the left, since for the moment, that is the slightly more lucrative route.
When people offer critique and put forward suggestions, like I often do from my ivory tower. It’s not enough to say something is crap and offer nothing in return. When you offer idea, put it through the grinder, pick holes in it, because that’s what thousands of players will do every night.
So let me offer something up for intellectual chopping block. Thanquols Incursion as an event, which I think we all have agree is poorly heralded, appears to have shot wide of the mark.
Delete the instance and distribute the control points for the various Skaven characters over the zone in which the Skaven entrances were previously active (A nod in Bootae direction), OR potentially even better, taking the hero’s from the dungeon and have them march around the zone, acting as walking BO’s. Each hero when killed grants control of one of the Skaven types. Don’t make it a fixed relationship between a particular hero and a Skaven character type, since that would allow players/realm to be overly selective. Use the number of players in the zone, to decide the strength of the hero and lets scale the loot table accordingly. No RR65+ restriction.
Your realm only gets to use the Skaven character types based on the hero’s you’ve killed. None of this stage 1 completion and all realms get to use everything. Bugger fair play.
When these hero’s walk the land, let’s have them walk in darkness, affecting the colour palette. Lets have clouds of lightning hover over them, darken the skies. These are powerful entities in Skaven lore, they should effect the environment.
You see, this way those players who are happily ensconced in a one-sided dungeon instance can’t be so bloody cocky, trying to do the same thing in a ORvR zone. Hell, drop at least one hero in open area outside a keep. Just make them bloody tough and have them attack players if they cross its path, that way they can’t be ignored. A walking road block.
I appreciate that scaling a mob, to handle a varying amount of players in non pre defined area, may be a challenge too far for Mythic, especially when you consider their history with dungeons, but heh I say forgive and potentially forget (Can you imagine the problems DW would give).
Oh one thing I thought I’d mention. People complain about 1.4 being more zergy, which I think nowadays only happens at keep time, which is a big step forward. Have you ever considered there are more people playing and even though we do have some action in other zones (not as much as I would like), the higher numbers make this seem less apparent?
PS – Mythic, you can have my idea, but I’d like a few months free play. I’m not a beeping charity. Though paying players for idea’s does open a horrible can of worms.