In a RvR game, the population of each side can have a dramatic effect on the battle. This is one of the most common concerns for players. Recently, Mythic has addressed one part of this problem by putting limits on the amount of players for each realm that can be playing at the same time. This will work great to ensure one side is not overwhelmed by the sheer amount of players online.
Another piece of the puzzle is to make sure all sides have enough characters created. Even with the limits described above, it will do no good if the limit is 3000 and there are only 2000 Dwarf accounts. Best case for the Dwarfs would be 3000 vs 2000, and that would not work out too well for them.
As Mythic has stated, they have done this before with Dark Age of Camelot (DAoC). In DAoC, they used an incentive system to help persuade players to create characters of a certain realm. Let's take a look at what kind they offer:
- Bonuses applied to both PvE and RvR
- % Bonus to each PvE and PvP kill (% based on disparity)
- % Bonus to Realm (Renown?) points (% based on disparity)
- Cost reduction for hook points (housing feature?)
- Free levels (affected by time)
What kind of incentives would get you to switch sides?
DAoC Population Bonuses