Idea: Overpopulation Debuff
Dynamic Tier Level Buff with Decay Timer named “Tenacious”
•Tenacious Buff’s Tier Level increases for each 20 consecutive minutes passing that Outnumbered Buff affects a player
•Tenacious Buff’s Decay Timer has a maximum of 20 minutes & begins to count down once a player looses Outnumbered Buff
•Tenacious Buff Tier level (Low, Medium, High) affects a player by:
•—-Increase the Rewards for Outnumbered Flag Buff
•—-Increase the Reward for Killing an Enemy by a Tenacious Buffed Player
•—-Decrease the Reward for Killing a Tenacious Buffed Player by an Enemy
•Tenacious Buff Tier Level & Decay Timer diplayed as an active Buff to the player
•Tenacious Buff Decay Timer is paused during periods of Outnumbered Buff affecting a player
•Tenacious Buff Decay Timer increases if the required 20 consecutive minutes of Outnumbered Buff affects a player recur
•Tenacious Buff ends when Decay Timer reaches zero, or a player changes map
When more then 25 players from the same server are within range of each other then one of them gains the ticking bomb debuff. The debuff makes the person explode in 3 seconds. When one person explodes this way the buff is passed to another player on the server until the number of players in range is under 25.
Ta da! and Boom!
Melanessa-Necromancer Cymaniel-Scrapper
Minikata-Guardian Shadyne-Elementalist -FA-
There are plenty of servers that are dying – I bet you won’t find more than 25 of anyone at any time of the day.
I get your point but this “demand” has led to where we are now. And well “lags” shouldn’t be a reason to deny others who like to run in blobs their fun.
ETA – ok, this was only partly what you meant, I guess. (OP)
What if I tell you I know a group who can destroy 60 with 15 without siege?
Would be great if anet encourages this so we don’t need to force people to do stuff “we want”.
(edited by Jana.6831)
Said it before, saying it again – punishing players with debuffs merely for playing the game is incredibly poor game design and should never exist.
We especially don’t want to have players pushing other players away to avoid a debuff.
If you see “Overpopulation” debuff on your bar, you know it’s time to call your PvE mates for a karmatrain.
Hmm…am I misunderstanding.
It’s not fair to give a buff to help players in the following battle scenario where the odds on the map are the following?
1 Player vs 25 Players
Buff going to help the 1 Player side?
We shouldn’t help the 1 Player side because it punishes the 25 Players?
Honestly…I’d suggest supporting the 1 Player side to continue fighting when the odds are stacked against them.
Have you ever fought for over an hour in a map where the odds are stacked against you?
Most players just quit and leave.
Flip side…
1) Fight end more efficiently between servers
2) Forces players to change map to where the odds are better
(edited by Diku.2546)
How about we just megaserver stuff and make numbers more even more often…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
1- Bad design to punish people for playing.
2- It doesn’t resolve the situations where there’s no population from a server or 2 of the 3, and one server can pvdoor everything without opposition and can keep most of the structures for hours.
i7 5775c @ 4.1GHz – 12GB RAM @ 2400MHz – RX 480 @ 1390/2140MHz
1- Bad design to punish people for playing.
2- It doesn’t resolve the situations where there’s no population from a server or 2 of the 3, and one server can pvdoor everything without opposition and can keep most of the structures for hours.
Yeah, you can’t punish players for playing.
These buffs do nothing anyway to address the REAL issues of population imbalances.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
If you are going to reward or punish one side or the other for population differences, the reward or punishment cannot give individual players and kind of advantage in movement or combat because it WILL BE EXPLOITED. Think about it. If your server gets the overpopulated debuff, how will that effect roamers who are just looking for 1 v 1’s?
The reward for having superior numbers on a map is you can take objectives. The reward for having inferior numbers on a map is it lets you have superior numbers on another map. If you have inferior numbers on all maps, tough glicko.
I think some people are missing the point so I’ll clarify why OP bring that idea in the first place.
First of all, let’s say 2 years ago, WvW was contantly active in every tiers (with the exception of T8-T7). And there was this thing called “Zergbusting” for those who still remember the term. Zergbusting was when you had a group of, lets say 20, and you could kill a group of twice your numbers (in this case, 40). BUT, since the stability nerf (For those who don’t know, stability was stacked as duration before, not intensity) Groups like these have hard time to “ZergBusting” anymore since the only way to survive now is “Blobbing”, But not everyone likes to do that and those people get punished for being overwhelmed, and you can’t really make “good plays” anymore since stability is so easy to lose without getting corrupt boon’d.
So what is my point exactly? My point is, those 20 members will get bored of getting overwhelmed and do something else. Remember all the GvG/Fights guild that a lot of people were scared of ? (Agg, Syn, NS, etc.) Well they’re all gone and for what reason exactly? Because they want medium scaled fights or being able to kill blobs where skill matters, not numbers. But because of the changes anet did, they’re gone. And if everyone is gone on your enemies servers, What will you do when there’s nothing to fight except capturing PvE objectives? You will get bored and your people will lose interest to WvW too.
So what can we bring around the table to solve this issue?
- Megaservers (Though this kill Server Pride)
- The Overpopulation debuff (Though we should discuss further more on how we can implement it, and for 1v1s case, apply the buff when there’s lets say X invaders in a 1500 range for example.)
Though my 3rd option would be bringing a 3rd WvW season to bring everyone back to WvW since almost 80% of players in GW2 are only interested in rewards…
Short Story, OP has a good base idea to Help servers who are getting overwhelmed while keeping the “Fight” spirit for them and for the enemies too. We just need to have a better way to implement it so it doesnt affect roamers or 1v1s.
Encourage people to not play is a horrible idea
If they have more players they should win to rank up next mu will be more even.
Encourage people to not play is a horrible idea
If they have more players they should win to rank up next mu will be more even.
Lol, look at T8 NA, DR and ET are trampoline for what ever server that gets dropped from T7.
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I think some people are missing the point so I’ll clarify why OP bring that idea in the first place.
First of all, let’s say 2 years ago, WvW was contantly active in every tiers (with the exception of T8-T7). And there was this thing called “Zergbusting” for those who still remember the term. Zergbusting was when you had a group of, lets say 20, and you could kill a group of twice your numbers (in this case, 40). BUT, since the stability nerf (For those who don’t know, stability was stacked as duration before, not intensity) Groups like these have hard time to “ZergBusting” anymore since the only way to survive now is “Blobbing”, But not everyone likes to do that and those people get punished for being overwhelmed, and you can’t really make “good plays” anymore since stability is so easy to lose without getting corrupt boon’d.
How about partly or completely reverting the stability change?
I mean you already realized what the problem is, yet still listed megaservers and better rewards as the solution – they’re not – people will leave because there’s always a time where you’re outnumbered and not standing a chance is frustrating.