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Official T2 RvR Solution Discussion Thread

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Mez
Posts: 730

Re: Official T2 RvR Solution Discussion Thread

Post#121 » Thu Sep 17, 2015 12:33 pm

To be helpful;

Essentially buying RvR sets with currency on live was supplemental. It was to fill in your set for the 1-2 pieces you never got from winning massive loot bags at keep takes. People took keeps for gear. The gear was so expensive, you would only get 1-2 pieces, the rest came from chests.

Currency also dropped off players. The main way to earn the currency was PvP.
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

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Morf
Posts: 1247

Re: Official T2 RvR Solution Discussion Thread

Post#122 » Thu Sep 17, 2015 12:34 pm

So many self entitled whiny little ****.

With the situation last night when 1 side has what seems like 90% of the pop wtf do u expect, no rvr mechanics can save it, instead of pointing fingers and looking for someone to blame take a look at yourselves and what you can do about it.
I know if i could switch my shaman to order i would be luving it, so many enemies to torment, so many possibilities to farm ppl but instead ppl decide to give up and in some cases join the zerg.

Problem aint the RvR mechanics(even if it can be improved) the problem is easymode players who refuse to put in any effort.
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Boozy
Posts: 52

Re: Official T2 RvR Solution Discussion Thread

Post#123 » Thu Sep 17, 2015 12:41 pm

- reduce price
- decent drop rate of medals from kills in rvr lakes

that's it seems pretty simple
Last edited by Boozy on Thu Sep 17, 2015 12:45 pm, edited 1 time in total.
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Razid1987
Posts: 1295

Re: Official T2 RvR Solution Discussion Thread

Post#124 » Thu Sep 17, 2015 12:43 pm

Morf wrote:So many self entitled whiny little ****.

With the situation last night when 1 side has what seems like 90% of the pop wtf do u expect, no rvr mechanics can save it, instead of pointing fingers and looking for someone to blame take a look at yourselves and what you can do about it.
I know if i could switch my shaman to order i would be luving it, so many enemies to torment, so many possibilities to farm ppl but instead ppl decide to give up and in some cases join the zerg.

Problem aint the RvR mechanics(even if it can be improved) the problem is easymode players who refuse to put in any effort.
True, but that's unfortunately not something you can fix, unless you can change people's attitude. You can't really prevent people from xrealming, which is why the new system is actually worse than the old one.

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Azuzu
Posts: 551

Re: Official T2 RvR Solution Discussion Thread

Post#125 » Thu Sep 17, 2015 12:47 pm

Azarael wrote:
Razid1987 wrote:
Azarael wrote:We had it like that before. Both realms took two BOs and DPS raced against the enemy keep for lock.
I'm sorry Asarael, but sitting here arguing how bad the old system was, isn't a good solution right now. One of the factions are literally dying as we speak. The new system, as I said multiple times several days ago, is worse than the old one.

At this point I don't care what you do, just do something, other than argue with the players.
It seems even engaging with the community isn't good enough these days.

We are literally here in this thread looking for a damn solution. I've already made it perfectly clear that we won't be going back to keep trading, so please forget about that completely.

The keep medallion reward and the medallions / gear already earned have been removed while we decide what to do.

My suggestion is to make PvP about players fighting players, rather than fighting doors. At the same time make keep taking incentivesed.

How we do this?

1: Make players have a high chance (10%) to drop medals. Let players have this chance to drop medals anywhere in an RvR lake. It's important to let players who like to roam and setup strategic choke points get rewarded as well. Around BOs and Keeps it's ok to increase that chance to 15%.

2: Add AAO, along with exp/rr make AAO effect the chance to drop medals. At 0 AAO players have a 10% chance to drop a medal, at 400% players have a 40% or even 50% chance.

3: Have AAO increase the amount of medals a player can drop. Something along the lines of,

100% = 20% chance to drop 1 medal

200% = 30% chance to drop 1 medal

300% = 30% chance to drop 2 medals

400% = 40% chance to drop 2 medals

4: Leave keep taking incentivesed, let keep takes give 5 medals per take and rr/exp. I believe if we make killing players worth while enough fighting will occur, but we don't want to completely neglect the keep taking aspect.

5: Increase the overall cost of the gear to match the increased ways to get it.

6: Leave the RvR locking system the way it is, the server pop is too small imo to spread it across 3 zones.

7: Add a Losers keep flip, 2 (or 3) medals for losers, 5 for winners.
Last edited by Azuzu on Thu Sep 17, 2015 3:34 pm, edited 3 times in total.
Suzu

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Morf
Posts: 1247

Re: Official T2 RvR Solution Discussion Thread

Post#126 » Thu Sep 17, 2015 12:56 pm

Razid1987 wrote:
True, but that's unfortunately not something you can fix, unless you can change people's attitude. You can't really prevent people from xrealming, which is why the new system is actually worse than the old one.

No system with 2 realms and like 90% pop on 1 side can help the situation, granted having 2 zones open at once would help but it wouldnt change much.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

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Mez
Posts: 730

Re: Official T2 RvR Solution Discussion Thread

Post#127 » Thu Sep 17, 2015 1:01 pm

I disagree Morf. You give the underdog some place to go and progress. They take stuff in the wake of the bigger realm's rve.
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

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geraldtarrant
Posts: 254

Re: Official T2 RvR Solution Discussion Thread

Post#128 » Thu Sep 17, 2015 1:05 pm

Boozy wrote:- reduce price
- decent drop rate of medals from kills in rvr lakes

that's it seems pretty simple
This
+unified currency
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Azuzu
Posts: 551

Re: Official T2 RvR Solution Discussion Thread

Post#129 » Thu Sep 17, 2015 1:06 pm

geraldtarrant wrote:
Boozy wrote:- reduce price
- decent drop rate of medals from kills in rvr lakes

that's it seems pretty simple
This
+unified currency
For the majority of players with tthe modern MMO mindset, the primary focus is the carrot (gear). It's the reason people spend 10+ hours taking empty keeps, while half afk watching netflix/hulu on another monitor.

It isn't about fun fights and entertaining pvp and all about the reward. With a unified currency people will take the easiest path to medals, which would be grinding SCs. This would kill open world pvp, which was always intended as the main focus of Warhammer.

(SCs are a more reliable form of pvp in open world you can roam awhile and not find people. When grinding reliability and as little downtime as possible is important. SCs provides this, that's why it would be better for medal grinding.)
Last edited by Azuzu on Thu Sep 17, 2015 1:50 pm, edited 2 times in total.
Suzu

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Razid1987
Posts: 1295

Re: Official T2 RvR Solution Discussion Thread

Post#130 » Thu Sep 17, 2015 1:08 pm

Azuzu wrote: My suggestion is to make PvP about players fighting players, rather than fighting doors. At the same time make keep taking incentivesed.

How we do this?

1: Make players have a high chance (10%) to drop medals. Let players have this chance to drop medals anywhere in an RvR lake. It's important to let players who like to roam and setup strategic choke points get rewarded as well. Around BOs and Keeps it's ok to increase that chance to 15%.

2: Add AAO, along with exp/rr make AAO effect the chance to drop medals. At 0 AAO players have a 10% chance to drop a medal, at 400% players have a 40% or even 50% chance.

3: Leave keep taking incentivesed, let keep takes give 5 medals per take and rr/exp. I believe if we make killing players worth while enough fighting will occur, but we don't want to completely neglect the keep taking aspect.

4: Increase the overall cost of the gear to match the increased ways to get it.

5: Leave the RvR locking system the way it is, the server pop is too small imo to spread it across 3 zones.
I really like this, BUT I think 5 might need to be changed to 2 open and 1 locked. You're still gonna end with a faction giving up if they are forced to fight in the same zone as the zerg of the opposite faction.

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