We are seeing it everywhere. In every tier Monday seems to mark the day that if you aren’t competitive then participation falls drastically. I’m seeing it in game & I’m reading about it on the forums. I’m seeing people around me become more and more unhappy with the game. This seems to be pretty common in every match up. Let’s face it, how many times are you going to grind you face against the wall before you stop trying to go in that direction?
The Devs suggestion to let the game mature scares me because we are losing interest by the day. If we let the community do what it does, then it will perhaps it will sort itself out. Eventually the servers will even out and eventually the Guilds will unite on their own and un organized servers without these mega alliances will start to make progress. But none of that is guaranteed and based on the current MMO market it’s only a matter of time before another game is attempting to offer the same large scale pvp experience.
What can we do?
What kind of come back mechanic do you think would actually keep people in the game? Here are a few examples in hopes of getting some suggestions or evolution of the ideas presented that might lead to some design changes.
1. Buffs – Swapping the orb buff with the out manned buff has been suggested. Changing the out manned buff to something more beneficial strategically is also an option. Perhaps even a buff based on huge score deficits and not based on participation.
2. Slaughter Rule – In many levels of sports you will find this in effect. Once the score becomes so overwhelming the match ends to save the loser any further humiliation. I don’t think this would ever be a viable solution, but it has been mentioned. Canceling matches early probably couldn’t be done easily and how would you decide something like that.
3. NPCs – Perhaps the NPC’s could play a role in turning the tide. I would imagine this would be hard to put in at this point, but it’s not completely out of the realm of possibility. Perhaps the losing team could meet certain conditions once the score hits a certain point and unleash a squad of NPC’s that would actually work towards evening out the odds.
4. Hard Caps or Diminishing Returns on PPT – Hard cap the scores gains. With a rolling point total the scores continue to snow ball and the insurmountable totals begin to surface relatively fast. Since it’s a piece of the pie type situation perhaps diminishing returns would work.
Ex: Once you hit 500 points per tick there is a set amount of time before that 500 gradually works it way down to 200 points per tick until the scores start to even out. This would still require effort on the end of the teams that are losing to get back into the match, but perhaps it wouldn’t seem so impossible or become mathematically impossible to come back well before the match is over.
5. In-game Diplomacy or Alliance Mechanics –
-Alliances- Let’s face it forming successful out of game alliances is the single biggest factor to winning in wuvwuv. Team Chat & Commanders badges are what we have to attempt to unite our own server in game and let’s face it. It’s just not enough. Perhaps there would be a way to form Alliances in game that would have alliance chat and features that would make coordinating a bit less cumbersome.
-Diplomacy- The point of 3 faction pvp is to allow weaker servers to unit against a greater threat, but I’ve yet to see that really happen. We usually see the exact opposite. An in game mechanic that would allow servers to communicate and form treaties that would help keep things competitive.
So there it is. A few ideas that I’ve had and a few that I’ve read. The aim of this tread is to keep things competitive and keep people playing. Let’s face it, winners and losers all agree that we have more fun when there is actually a fight.
If you are still with me at this point I thank you for reading and ask you what would you do? Do you think any of these ideas will work? Do you have any ideas of your own? Are things fine and no solution is needed?