Disclaimer: This is an idea, and it is definitely not perfect. Hopefully, this opens up a discussion as to if this problem is even a problem, and if it is then are we able to feasibly resolve. All numbers would be tentative.
Problem: There is a tactic of if we lose a battle then we must need more people. I have seen pretty much everyone use this tactic. This makes PvP into glorified bashing.
Real World: If someone is jumped they can only be punched or kicked by so many people before the attackers have to wait their turn. It is diminishing returns of economic gains.
Possible Solution: Targeting Malus: Any action that can not be done on prime without declaring the person will be what qualifies as an aggressive action. Hit rate is reduced by 25% for these aggressive effects for every person over 4 attackers capping at 50% percent reduced hit rate. There are certain skills that that should be whitelisted to avoid this effect such as melds, bard songs, power cost abilities such as toad, pulp, etc, aoe skills, etc.
Glaring problems:
1. How to keep this from being abused. That means if I attack my allies to abuse the hit rate reduction.
2. Is this a feasible programming feat?
Comments
What's the time frame? Within what time period do 4 attackers have to hit the target for the targeting malus to count that as 4v1 and take effect? How long does the malus last?
Do you mean, if Team A of 5 people is fighting Team B of 3 people, and 2 people from Team A start attacking their own team, thus causing Team B's hit rate to go down?
What if, instead of a malus on the attackers, the mechanic works as a def for the defender. If you are attacked by 4+ different people in x seconds, you gain the ability to optionally raise a def which would reduce enemy hit rate. Abuse could then be reduced by giving this ability a cooldown. You would have to use it strategically. Also, it could have a high maintenance cost, eg in power or balance. You wouldn't want your allies to attack you so you can raise this def, because then you wouldn't be able to raise it when your actual enemies are ganging up on you and you actually need it. And the high maintenance cost would make it unattractive as a way to tip the scales against just 1 to 3 enemies.
By all means, suggest the change, but please do it in the name of balance or fun. Not the real world
I'm not really sure it'd change a whole lot of balance issues with groups.
Like eg if I had a group of 10 people vs a group of 5. All I'd do is have a group of 4 killers and order the rest not to attack the target directly. They are to either do heals or salt on the four killers or if they have it spam an aoe attack because aoe attacks under your system don't hit the diminishing returns issue. You'd end up with splitting the game into prime roles and supporting roles. Like I could sit back and let Enadonella, Tarken, Xenthos and Yendor murder people while I just keep healing who ever the enemy target was. And hopefully my extra team were wyrdenwoods who could just use all their power dropping bombs
Not saying this is a bad thing its just not going to change the numbers issues. It'd create new issues in having teams that are too heavily focused on offence. Eg a team full of monks wouldn't be anywhere near as good as a team full of bards or a team full of guardians for example.
Summary of it is numbers vs numbers in a straight fight under your system would still heavily favour the larger group but would create an additional issue of group composition to factor in.
The way to beat larger groups right now is by splitting the group and using things to keep splitting them and hindering them from returning. I'm not sure if your suggestion would really change that at all.
It may still favor the larger force, but it would for sure be a step in the right direction.
My solution is far from perfect, and I have issues with with it. Is there another solution you would prefer?
That was exactly the exploit I was talking about, and I absolutely love the idea of if you hit by 5 people then it opens up an ability to strengthen defenses somehow. A tick of 6 could be a stronger version.
There is no reason why you can't be dropping 5 bombs right now except illself and other things. This is an issue that maybe my solution does completely address, but it does moreso than without it. Also, currently monk's have a hemo malus, there is a deathmark malus, there is a balance loss one, and I think warriors hitting the same limb isn't good either. The fact is a 4 monk team would not be as good as a 4 bard team now. A team can be defensive now. This issues already exist currently.
Numbers are important now for sure. Saying 2-3 or so more people is unbeatable isn't totally spot on though. On the larger scale a team of 10 can potentially easily beat a team of 15 for sure, that's been done numerous times. A team of 3 or so can and has beaten a team of five or six before but its rarer and its not going to be easy, it'll be an uphill fight for them.
Whats ideal or not is variable I guess but practically no matter the system it generally rolls around one team trying to kill the enemy team the fastest. If that means 4 people focus while everyone else aoe's to avoid it then thats just what people will switch to. 4 focused and 4 aoe hits will kill faster than just 4 people focusing in a rough 8v8 example.
If your concept is to encourage groups to split into smaller groups to fight then you probally want to include aoe and passives in the diminishing returns.
Current: 8 blue v 4 red
4 blue bombs plus four blue others kill four red players
Proposal:
4 blue bombs plus 4 blue others kill four res faster.
Therefore, you are literally pointing out a flaw in the current system too.
Here is the difference:
Current
8 non-aoe blue players target 1 of 4 red players and blow them up then proceed to the rest.
Proposal offensive strat:
4 non-aoe blue players target one red player and 4 more non-aoe blue players target another red players while 4 red non-aoe players target 1 blue player.
Players defensive strat:
4 non-aoe blue players target one red player and 4 defensive blue players defends players the 4 red players focus.
In both examples, the red team has far better odds than in current. Because all the situations in the proposal can already happened in the current game. However, not all situations in current could happen in the proposal.
It's a team of 4 people hitting you with their prime attacks and 4 people hitting you with aoe vs a team of four people hitting you with their prime attacks right?
Like we're talking about an example team of eight v eight.
The first team does 4 focused attacks and 4 supporting aoe attacks to focus on killing 1 person.
The second team tries to split their attacks and ends up just doing 4 focused attacks to kill 1 person.
Grouping up and focusing on a single target is the quickest way to kill someone under your system.
Grouping up and focusing on a single target is the quickest way to kill someone under our current system.
The only real difference is in the current system you can all attack with what ever you want and in the proposed system you have to coordinate who's doing aoe and whos the main attackers. Creating a sort of two tier team.
Like more wargame tournament type things.
I agree, but if it's just for the sake of PVP; I don't think it's going to change anything or make a lick of difference. If it were "for the sake of having pvp", there would be more people involved on both sides during events rather than the majority being on one. Maybe it would changes things, maybe not -- I'd be down for more events with set numbers.
As far as the malus, I think it'd be nice to implement but I'm not really sure how nor to what extreme. It's probably a bit hard to implement with the combat system as it stands, but I wouldn't be opposed to such a thing under the right circumstances.
53% gaudi/glom/celest and 47% mag/seren/halli.
Thats just players online though including everyone like even level 1 newbies just through the gate.
(Veterans say that too.)
-Kilian
People are being pushed away from joining in because of negativity. When people are told not to bother that is a big discouragement.
Looking back on when we were outnumbered by a fair margin we had some very positive people who really encouraged people to try and join in even when outnumbered.
Positivity, a good attitude and keeping on trying is a great way to build up your team for sure. It worked for us when we were at a low ebb.
I mean I know Lycidias you didn't really like doing pvp even on your older characters. You even said on yourself more than a few times.