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World-Boss System Problem

World Boss System.


The Problem


Due to the different player populations of the three kingdoms, the World Boss become heavily unbalanced.


If one kingdom has significantly more players than the others, it gains a major advantage and can dominate the World Boss area.


As a result, smaller kingdoms sometimes have very little chance to properly participate in the World Boss for PvP or getting rewards





🔹 Option 1 – Limited Number of Players per Kingdom


One possible solution would be to introduce a player limit for each kingdom.


Example:


  • Kingdom 1: maximum 25 players
  • Kingdom 2: maximum 25 players
  • Kingdom 3: maximum 25 players

The portal appears 2–5 minutes before the World Boss spawns and remains accessible until 5 minutes after the World Boss has been defeated.


Once a kingdom reaches its maximum number of players, no additional players from that kingdom can enter the World Boss area.



Advantages


  • ⚖️ More balanced fights
  • Each kingdom has the same maximum number of players
  • The strongest kingdom cannot simply dominate through sheer numbers
  • PvP Teamplay remains an important part of the World Boss event
  • Simple and transparent system
  • Prevents the World Boss from being abused
Like example Red Kingdom (35) Players
Yellow Kingdom (22) Players
Blue Kingdom (10)Players
So People always have the Chance to Change Kingdom to make sure to get 100% in, also to make the System Fair.




🔹 Option 2 – Dominance Penalty


Another possible solution would be a Dynamic Dominance System.


Instead of limiting the number of players, the system automatically detects which kingdom is dominating the World Boss area.


Example:


One kingdom has significantly more players or has a clear advantage over the other kingdoms.


→ The dominant kingdom receives a Dominance Penalty.


This penalty could include:


  • Reduced damage against the World Boss
  • Reduced PvP damage
  • Reduced rewards

At the same time, the weaker kingdoms could receive a Comeback Bonus.


Comeback Bonus


The underrepresented or disadvantaged kingdoms could receive:


  • Increased PvP damage
  • Increased damage against the World Boss
  • Reduced damage taken from the World Boss

The bonuses and penalties could dynamically scale depending on the current balance between the three kingdoms.


Goal


The goal would be to prevent one kingdom from completely dominating the World Boss event while still allowing all three kingdoms to participate and compete.



Maybe we can get more pvp people to Blue Kindgom back and get a Balance.

Best Regards.
 

MIDNITE

Member
Ip address o mac address, little girl

Perhaps you should be more clear next time you come with a "suggestion"
Also, nice to see once again the min something doesn't go your way, you result to insults.
So typical, so predictable 🤣

I do enjoy Taskys proposal of not gaining points for killing passive chars(mainly buffers) , as lately both wubba and drake been a literal **** show coming ESPECIALLY from few certain people that do everything to gain a PvP chest.

Name itself states PvP , therefore gaining points for passive chars just shouldn't be allowed at this point.
Some could even pin it under "exploit of feature" which is against game ToS , otherwise what stops us from doing literally the same during witch, suddenly flood the market with PvP chests, same way Guren and his partners started to do?

Looking forward to teams response regarding latest events on WB.
 

HITM4RK

New member
So, when you kill your own teammates or accounts at the Witch to farm PvP chests, are you exploiting something too? You did well to highlight that 😂—you’re insulting yourself; you don’t need anyone else to do it for you.😂😂
 

Jimmy

New member
Numbers will dominate, that’s accurate, but keep in mind there is still a free Drake in the morning where you can easily take tops. You can’t expect to take every single one, of course.

What you could have done to keep 3 kingdoms alive was go free when Pagu, Swagg, Guren, Jimmy, Sasuke, Cashout, Bell1, Didaka, and the other handful that switched to Yellow. Instead, you chose to form an alliance, which resulted in there being basically no PvP at Blue.

We were always around these numbers, people were simply busy with work, jobs, and summer activities. I find it pretty funny that there is suddenly a problem with the WB situation when you don’t seem to have a complete monopoly. Let’s also remember when RB was alone against Gaeted, HR, Nocomment, and Italiangaeted. I expect someone to say, “But HR moved to Red.” Yes, you moved to Red because Scampedanz and Scamano scammed 1G of the CL5 diamond...

Playing around with the World Bosses is difficult at this stage, and I don’t see many viable options. However, I would suggest something ->

If a character has dealt 0 PvP damage, then if that character (for example, a buffer) gets killed, the person who killed them should NOT receive any PvP points.

That would at least prevent people from farming points off completely passive characters while still allowing actual PvP to be rewarded.

I’d propose adding another 200kk tax; we could pay some players to defend the Shamans against attacks from Jimmy and the others—what do you think?
 

Crazy

New member
As for the bonuses given to kingdoms with fewer players, I think the bonus should be dynamic and not static.
For example, when the dragon starts, the players of each kingdom are counted, and for example:
- Red Kingdom 50 players = 0% Increased PvP damage and 0% Increased damage against the World Boss
- Yellow Kingdom 30 players = 3% Increased PvP damage and 3% Increased damage against the World Boss
- Blue Kingdom 15 players = 7% Increased PvP damage and 7% Increased damage against the World Boss
(These are random percentages)

For example, if the Red Kingdom is outnumbered by the Yellow Kingdom one day, the system should give bonuses to the Red Kingdom instead of the Yellow Kingdom.

Just as if the Red Kingdom has 49 players and the Yellow Kingdom has 48, but after a few minutes the Yellow Kingdom outnumbers the Red Kingdom, the system dynamically inverts the bonuses. I don't know if I was clear.

Obviously, to make this correct, the safe zone needs to be reintroduced so that The system does not count players (buffers) who are only in the safe zone and would not affect the count of the number of players per kingdom.
Or, the system simply shouldn't count characters who haven't dealt any PvP damage or drake damage in the player count.
 

vitt

New member
The removal of the safe zone still seems like a wrong choice to me from the staff, because it distorts the idea of what pvp should be: fighting to claim more spot possible in the top10, not running around hunting afk buffers

As Plaq mentioned earlier, I think the better approach could be to reintroduce a safe zone (or, at least, prevent players from earning pvp points by killing afk chars) and reduce the number of points required to obtain pvp chests

For the rest, I’ll repeat that I think the server is quite balanced at this point, and the lack of pvp from Jinno is a choice made by us as players, which would be difficult to solve with solutions like the ones proposed in the post, because they could end up being abused and lead to the opposite of balance
 
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Crazy

New member
As for the bonuses given to kingdoms with fewer players, I think the bonus should be dynamic and not static.
For example, when the dragon starts, the players of each kingdom are counted, and for example:
- Red Kingdom 50 players = 0% Increased PvP damage and 0% Increased damage against the World Boss
- Yellow Kingdom 30 players = 3% Increased PvP damage and 3% Increased damage against the World Boss
- Blue Kingdom 15 players = 7% Increased PvP damage and 7% Increased damage against the World Boss
(These are random percentages)

For example, if the Red Kingdom is outnumbered by the Yellow Kingdom one day, the system should give bonuses to the Red Kingdom instead of the Yellow Kingdom.

Just as if the Red Kingdom has 49 players and the Yellow Kingdom has 48, but after a few minutes the Yellow Kingdom outnumbers the Red Kingdom, the system dynamically inverts the bonuses. I don't know if I was clear.

Obviously, to make this correct, the safe zone needs to be reintroduced so that The system does not count players (buffers) who are only in the safe zone and would not affect the count of the number of players per kingdom.
Or, the system simply shouldn't count characters who haven't dealt any PvP damage or drake damage in the player count.
what u think about this guys?
 
Numbers will dominate, that’s accurate, but keep in mind there is still a free Drake in the morning where you can easily take tops. You can’t expect to take every single one, of course.

What you could have done to keep 3 kingdoms alive was go free when Pagu, Swagg, Guren, Jimmy, Sasuke, Cashout, Bell1, Didaka, and the other handful that switched to Yellow. Instead, you chose to form an alliance, which resulted in there being basically no PvP at Blue.

We were always around these numbers, people were simply busy with work, jobs, and summer activities. I find it pretty funny that there is suddenly a problem with the WB situation when you don’t seem to have a complete monopoly. Let’s also remember when RB was alone against Gaeted, HR, Nocomment, and Italiangaeted. I expect someone to say, “But HR moved to Red.” Yes, you moved to Red because Scampedanz and Scamano scammed 1G of the CL5 diamond...

Playing around with the World Bosses is difficult at this stage, and I don’t see many viable options. However, I would suggest something ->

If a character has dealt 0 PvP damage, then if that character (for example, a buffer) gets killed, the person who killed them should NOT receive any PvP points.

That would at least prevent people from farming points off completely passive characters while still allowing actual PvP to be rewarded.
The Point is not the past or something else
If Highrolls is Full and Push in with the others they get 2/3 drakes or if they want 3/3 so it’s a good thing for RB atleast but I see in the future u give up ..
 

vitt

New member
The Point is not the past or something else
If Highrolls is Full and Push in with the others they get 2/3 drakes or if they want 3/3 so it’s a good thing for RB atleast but I see in the future u give up ..
So youre saying that, despite often being outnumbered, HR are stronger and can even get 3/3 drakes. Yet you’re still suggesting things like “limited number of players per kingdom” or “dominance penalty based on player count.” And you think that would actually make things more balanced?


That’s why I’m saying that, compared to many other points in the server’s history, things are already much more balanced today. Systems like the ones being proposed could actually ruin this
 

Tasky

Well-known member
The Point is not the past or something else
If Highrolls is Full and Push in with the others they get 2/3 drakes or if they want 3/3 so it’s a good thing for RB atleast but I see in the future u give up ..
I disagree with what you say. Firstly whats the point of the whole thread if you believe what you wrote there?
Its like trying to reinvent the wheels on the bike...
 
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