Let's face it, we probably wont change how players desire for realm points on their toons more than they want to take one for the team. In the current RvR situation you see so much of dodging, running away, chickening out and all the likes just for the prospect of a few more realm points. (or to deny someone else of them)
I think it would be great to have a system where those who contribute in other ways than simply doing damage to a target could get a reward for it, that way you maybe could get more people actually trying to win instead of just leeching damage.
I understand that these things could be hard to implement, nevertheless I'm going to suggest them anyway.
1. Give realm points for taking damage in heavily outnumbered situations. (shared with group)
How many times do we not see tanks standing back in zerg vs zerg fights? Afraid to run in, afraid to lose out on some RPs if they die and dont have a group to do some damage. Giving a reward for those who charge into enemy lines and take damage would make tank classes more fun to play and fights less dodgy. If you get a situation where people stand and fight in losing battles then more fun for everyone.
2. Bonus RPs for long duration CC / interrupts. (also shared with group)
For every sorc I have seen spamming lifedrain on a single target instead of lull/mezz spam in a zerg vs zerg fight I do feel we need something that rewards those who do what's good for the team, not just maximize their own RP-gain. A small reward for putting mezz/stun/root on targets that last for longer than let's say 5 seconds would maybe encourage people to do just that. Even interrupts should count as participation.
3. Make SoS and Vanish give a "coward" debuff if you use it and don't attack or cast offensive spells in 30 seconds after it's ended.
Too many times you see groups, no matter the size use Speed of Sound simply as an escape mechanism, not to reposition or charge into the enemy but simply as a way to escape dying. (even if it means taking longer time than just releasing and heading out again). To mark those who use it to simply run away it should give a debuff similar to ress sickness but less severe, 10% less effectiveness for 5 minutes would seem fair.
Edit: To clarify, these bonus RPs would only come to effect IF the enemy players die, to prevent suicidal behaviour but promote going in with the prospect of dying for the greater good.
I think it would be great to have a system where those who contribute in other ways than simply doing damage to a target could get a reward for it, that way you maybe could get more people actually trying to win instead of just leeching damage.
I understand that these things could be hard to implement, nevertheless I'm going to suggest them anyway.
1. Give realm points for taking damage in heavily outnumbered situations. (shared with group)
How many times do we not see tanks standing back in zerg vs zerg fights? Afraid to run in, afraid to lose out on some RPs if they die and dont have a group to do some damage. Giving a reward for those who charge into enemy lines and take damage would make tank classes more fun to play and fights less dodgy. If you get a situation where people stand and fight in losing battles then more fun for everyone.
2. Bonus RPs for long duration CC / interrupts. (also shared with group)
For every sorc I have seen spamming lifedrain on a single target instead of lull/mezz spam in a zerg vs zerg fight I do feel we need something that rewards those who do what's good for the team, not just maximize their own RP-gain. A small reward for putting mezz/stun/root on targets that last for longer than let's say 5 seconds would maybe encourage people to do just that. Even interrupts should count as participation.
3. Make SoS and Vanish give a "coward" debuff if you use it and don't attack or cast offensive spells in 30 seconds after it's ended.
Too many times you see groups, no matter the size use Speed of Sound simply as an escape mechanism, not to reposition or charge into the enemy but simply as a way to escape dying. (even if it means taking longer time than just releasing and heading out again). To mark those who use it to simply run away it should give a debuff similar to ress sickness but less severe, 10% less effectiveness for 5 minutes would seem fair.
Edit: To clarify, these bonus RPs would only come to effect IF the enemy players die, to prevent suicidal behaviour but promote going in with the prospect of dying for the greater good.