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EmilyBlips I think I agree with this comment from Ryan Shwayder more than with the actual article:
"At first glance, I dislike this idea. The theory behind rewarding all of these various activities is to let players do what they want to do, and have a balanced reward for their effort. It's that balance that needs to be... balanced, not player behavior.
If you make one activity more rewarding than another, whether it's dynamic or not, you're telling players, "stop doing what you like to do, and try this instead."
Given, people who want to min-max will always take the path of least resistance, so they will probably shift with your system. That doesn't mean they'll have any more fun doing the varied activities, though, because what they're after is advancement (their "fun"), not multiple types of activities (someone else's "fun").
I understand that you're trying to protect players against themselves, but I draw the line a little further back on the beach than you do I guess. If you notice that one activity (scenarios) is too rewarding, try to match other activities (pve quests, groups, open-world rvr) up to them."
What if you had a WAR and no one showed up?
pΘtshΘt —
... Folks like Tobold and Bildo (and many others) have been discussing ways to get people out of the scenarios and into open world RvR in Warhammer Online. Even Mythic seems like its trying to put the scenario genie back in the bottle.
Nerf this, pimp that, blah blah. Performance issues aside, and that is a big aside at the moment, and assuming that “rewards” were made to be roughly equivalent in open RvR as in scenarios, I got to thinking about the things that made scenario play so much easier.
I came up with a handy list of five ...
WAR-oboros
Kill Ten Rats —
... Tobold recently discussed “moving the cheese” in MMOs to get players to move around. I honestly believe that for T2 and T3 Keeps (can’t comment on how T4 runs yet) the cheese needs to be moved so that eating the other snake’s head is worth more than just eating it’s tail all night. ...


