Some general observations Daglar:
Kill count needs to go back to 5k at least (You said you were looking at it but lets take today as being close to what a weekend will be like, if so matches will be ending from attrition in 20 minutes).
As some have mentioned the rendering of characters is problematic. At this point I am wondering if they may not have to make it so that Conquest actually has a player cap, if Trion can even determine at which point the engine stops rendering every player on screen and starts picking and choosing. I don't recall experiencing this on the PTS so I would guess its probably fine with a cap of 100 vs 100 vs 100. I know the matches I have been in today have been much larger than that per side. I'm also having some stability issues in these zerg battles. We had 3 or 4 crashes. I think the engine just caving under the strain more than anything.
60% MAY be too little for map control. I think maybe 75% with a 5 minute "defend" period where the winning side needs to defend the extractors. Maybe within that 5 minutes have a buff for the other two sides in defensive capability and healing. Then if one side knocks the winning side under the win total (lets assume 60% still) of 60% the buff and the 5 minute timer disappears and the match continues as normal. Once a team successfuly defends their winning total for 5 minutes, the match then ends as now.
Other than that I like everything else.
In a general sense I feel TTK is way way to low in a map like Conquest with so much raid damage. I think you guys should look at increasing health pools at least just for Conquest if not across the board. Or at the very least make the buffs to healing and defense more powerful than the offensive ones. For crafting that is.
i think its vital that trion understands, that people want conquest to be somewhat low paced and as less warfront style as possible.
Manabane <The Fallen Sons>
Warrior on Wolfsbane
- A True PVPer has more fun losing 95-100 than winning 100-1
my suggestions would be something like this...
Firstly up the kill count as this conquest feature seems fantastic, however ends too quickly to actually enjoy the feel of "long term struggle" between all sides.
Balance is going to be hard to achieve unless it is strictly enforced by the Q system.... the solution is simple, allow a max 1 group advantage... do not quantify the conquests in terms of players. What i mean is if dominion has 10 "groups" 5 man groups, then no one other faction can have less then 9 groups. This solution will always keep factions with in 4 players of one another. allowing little if no advantage once all sides are 100+ strong. It seems simple enough in terms of calculation and coding for you guys to add, no % nonsense or things of that nature, the game already recognizes groups so just make the system identify how many groups exist for each faction and force balance based off that. If players drop then the system needs little calculation. Having the system constantly adjusting to individual numbers is unnecessary, and taxing to say the least. IMO this seems like the easiest solution.
Last but not least is the "cooldown" debuff... While I see this as Vitally important to insuring a populated instance each go around it needs to be handled more tactfully. Two hours is in fact way to long for the average player to wait. One of the biggest selling points of rift is its ability to offer "on demand" content to its player, further allowing a very flexible schedule for the player base. Log on have fun log off. its casual with out ruining the game by dumbing it down!
My suggested solution would be something like this... A 15 min mandatory debuff, followed by a 15 min Recruitment period where as players Q for the upcoming battle. Have players in the citys told by guards an upcoming conquest is taking place please enlist at (said location). Rift is a dynamic game, make players feel like its dynamic. Avoid menus being the only way players know when conquests are happening. Further more let the players know in game SPECIFICALLY they will be able to join the battle faster by join oathsworn or who ever the least favored faction is currently for THAT SPECIFIC conquest. This will encourage players to join another faction just to see the action faster. Lastly and most important to this system.... You MUST allow players with the 15 mandatory debuff from conquest "cool down" to be able to Q for the standard WF system. After conquest, 1 WF match and you can re-enlist in the coming war effort. while not a perfect solution for the player who wants to OMG ZERG PVP NOW NO WAIT!!!!!! This is the best solution IMO to provide players with a chance to regroup, clean, cook, Sh*t, Shower, shave... things of that nature between matches. this will also reduce AFK's in matches i believe form players having down time between conquests. Also this will ensure that each match is infact fuller and more alive.
Finally to the community... PLEASE BE CONSTRUCTIVE, give trion feedback not a mountian of QQ. If you understand how this dev works you know they listen directly to its players. LESS QQ and more actual things that will help them understand how we feel.
AND FOR THE LOVE OF GOD!!!! please give trion at least 48 hours to sift through their data and in house information. let them give us a response and possibly make this better before you all threaten ZOMG i quit, unsub Gw2 or ****. This game will only get better if we help make it better, tearing it down dose nothing for any of us.
Thanks for the wall of text crit! lol Thanks trion for daring to try something new, im sure you will work out the kinks!
The problem is, and trion cant much do about it:
there is balance and there is "feeled" balance. Mostly the loosing side feels "outbalanced" cause they loose and the only reason can be others were more people.
besides on a big map like stillmore, it can be you engage like 3 Raids with your 10 people, while you dont know somewhere else 2 of your own raids wipe other enemies etc.
and then there is the percentage of people joining and just doing nothing for whatever reason.
best thing would be to have a counter in conquest showing the actual playernumer of each side. So people see that numbers are actually balanced and dont qq about it.
The two hour cooldown is pure fail. I'd love to hear the reasoning behind it, but I expect like any other subscription based MMO, they are just trying to extend the grind. I logged out immediately when I saw it. As much as I enjoyed that match (a lot!), I'm not going to extend my subscription for content I can't play when I have time to play.
Any chance of having it just automatically pick a side for you. I've logged on twice now after it had been going for a couple minutes and I queued up for one of the available side and never got it. Like everyone else I'm obviously not a fan of the CD, but on top of that I'd hate to think that I queued for the "wrong" team and could have gotten in if I had q'ed for a more underrepresented team.