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[Implementation Feedback] RvR design

After feedback has reached it's viable limit, it will retire here to keep the main section clean and tidy.
dansari
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Re: [Implementation Feedback] RvR design

Post#111 » Mon May 22, 2017 9:12 pm

Gate's idea is to change that so that the entire warband gets credit, no matter where they are in the zone, if I'm not mistaken. This encourages splitting so that one group can escort supplies while another two take a BO and a fourth guards another BO, for example.
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Thelen
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Re: [Implementation Feedback] RvR design

Post#112 » Mon May 22, 2017 9:36 pm

dansari wrote:Gate's idea is to change that so that the entire warband gets credit, no matter where they are in the zone, if I'm not mistaken. This encourages splitting so that one group can escort supplies while another two take a BO and a fourth guards another BO, for example.
I like this idea. It also encourages WB leaders to boot AFKers so they don't have to split renown with people who aren't following orders.

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xanderous
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Re: [Implementation Feedback] RvR design

Post#113 » Mon May 22, 2017 9:40 pm

Spoiler:
Can you imagine if the leader could turn on an option so players get auto kicked from the warband if they go 300 feet outside of leaders radius :D
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th3gatekeeper
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Re: [Implementation Feedback] RvR design

Post#114 » Mon May 22, 2017 10:32 pm

CegeePegee wrote:keep in mind that the resource turn in requires the group members to all be present to get credit. Now imagine if the entire wb got credit, THAT would encourage zerging, would it not? Picture an entire wb escorting supplies, during EU hours you can call that 4 wbs escorting a supply each. As it is people seem to really hate zerg-encouraging mechanics and that change would make worse.
Maybe I wasnt clear. Sorry! Dansari is correct below:
dansari wrote:Gate's idea is to change that so that the entire warband gets credit, no matter where they are in the zone, if I'm not mistaken. This encourages splitting so that one group can escort supplies while another two take a BO and a fourth guards another BO, for example.
Yes, the idea is that anyone in the warband gets credit "RVR Lake WIDE" so this encourages people doing multiple things at once - so quite the opposite from the zerg.

Party A might be running supplies.
Party B and C might be attacking a BO
Party D might be roaming the zone/defending a BO.

The ENTIRE warband would get credit for:
- A's Supplies
- B&C's attack on the BO
- D's defense of a BO

So it encourages warband play while encouraging to NOT zerg - to get the most rewards/contribution.

This discourages 6 man parties because they can only do 1 "job" at a time where a warband can do several... If the warband zergs... it would be REALLY stupid because you wouldnt NEED to be local to get credit... So there is no reason to zerg.

Right now, people zerg because of the "local" requirement for BOs and supplies. It becomes less about "how am I going to get contribution" and more about "what can our warband do to get more contribution/win".

Is that more clear? :)
xanderous wrote:Can you imagine if the leader could turn on an option so players get auto kicked from the warband if they go 300 feet outside of leaders radius :D
On the current RVR system, this would be ENCOURAGED - because everything requires you to be local....

On my proposal - this would be a STUPID thing for a WB leader to do, because he would be giving up free contribution for anything his warband did inside the RVR lake - regardless of where he was in the lake...

So if he had 4 parties all running supplies, he would get credit for all 4 turn ins....
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xanderous
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Re: [Implementation Feedback] RvR design

Post#115 » Mon May 22, 2017 11:00 pm

th3gatekeeper wrote:
xanderous wrote:Can you imagine if the leader could turn on an option so players get auto kicked from the warband if they go 300 feet outside of leaders radius :D
On the current RVR system, this would be ENCOURAGED - because everything requires you to be local....

On my proposal - this would be a STUPID thing for a WB leader to do, because he would be giving up free contribution for anything his warband did inside the RVR lake - regardless of where he was in the lake...

So if he had 4 parties all running supplies, he would get credit for all 4 turn ins....
Well if the theory serves no contribution would have been given up, everyone would retain what they have earned so far they just could not gain anymore contribution from warband activities due to not being in the warband, a sort of reward for sticking it out, this is also why i suggested it as a option that could be switched on/off.

Additionally i like the idea about warband contribution, the 6v6 mentality is really hurting the game.
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th3gatekeeper
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Re: [Implementation Feedback] RvR design

Post#116 » Mon May 22, 2017 11:19 pm

xanderous wrote:
th3gatekeeper wrote:
xanderous wrote:Can you imagine if the leader could turn on an option so players get auto kicked from the warband if they go 300 feet outside of leaders radius :D
On the current RVR system, this would be ENCOURAGED - because everything requires you to be local....

On my proposal - this would be a STUPID thing for a WB leader to do, because he would be giving up free contribution for anything his warband did inside the RVR lake - regardless of where he was in the lake...

So if he had 4 parties all running supplies, he would get credit for all 4 turn ins....
Well if the theory serves no contribution would have been given up, everyone would retain what they have earned so far they just could not gain anymore contribution from warband activities due to not being in the warband, a sort of reward for sticking it out, this is also why i suggested it as a option that could be switched on/off.

Additionally i like the idea about warband contribution, the 6v6 mentality is really hurting the game.
Spoiler:
I guess youve lost me now.. Sorry! Youll have to explain.

Turn on/off a function that would auto-boot people who are not within 300 feet of WB leader? Why would anyone WANT to boot someone outside 300ft? Thats not very far.... I dont get it:P

But we DO agree, the 6 man mentality is hurting the game.

6 mans should be more of an "SC thing" and not a big RVR focus. The RVR focus should be on making a warband and coordinating that warband across the ENTIRE RVR zone...

Right now, however the system works (I wont claim to know) but there doesnt SEEM to be enough incentive to form warbands, because many players would rather roam in a 6 man than form warbands. So the goal would be (if this is what the DEVs want) to allow rewards lake wide and warband wide, to discourage zerg, discourage "6 mans over warband play" and to ENCOURAGE people to play in warbands but NOT zerg.
Warned for continued restating of the same point of encouraging rewarding warband formation and playstyle while lessening the impact of single groups in subsequent post since your wall of text. Further explanation of your same points does not forward the discussion.
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xanderous
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Re: [Implementation Feedback] RvR design

Post#117 » Mon May 22, 2017 11:32 pm

th3gatekeeper wrote:
xanderous wrote:
th3gatekeeper wrote:


On the current RVR system, this would be ENCOURAGED - because everything requires you to be local....

On my proposal - this would be a STUPID thing for a WB leader to do, because he would be giving up free contribution for anything his warband did inside the RVR lake - regardless of where he was in the lake...

So if he had 4 parties all running supplies, he would get credit for all 4 turn ins....
Well if the theory serves no contribution would have been given up, everyone would retain what they have earned so far they just could not gain anymore contribution from warband activities due to not being in the warband, a sort of reward for sticking it out, this is also why i suggested it as a option that could be switched on/off.

Additionally i like the idea about warband contribution, the 6v6 mentality is really hurting the game.
I guess youve lost me now.. Sorry! Youll have to explain.

Turn on/off a function that would auto-boot people who are not within 300 feet of WB leader? Why would anyone WANT to boot someone outside 300ft? Thats not very far.... I dont get it:P

But we DO agree, the 6 man mentality is hurting the game.

6 mans should be more of an "SC thing" and not a big RVR focus. The RVR focus should be on making a warband and coordinating that warband across the ENTIRE RVR zone...

Right now, however the system works (I wont claim to know) but there doesnt SEEM to be enough incentive to form warbands, because many players would rather roam in a 6 man than form warbands. So the goal would be (if this is what the DEVs want) to allow rewards lake wide and warband wide, to discourage zerg, discourage "6 mans over warband play" and to ENCOURAGE people to play in warbands but NOT zerg.
Are you sure you don't get it, that last statement kinda implies you do but ok for the record, my original comment was a joke but in the interest of humoring you i suggested it could just be an option for the warband leader to have, allowing them to choose to activate the auto function that boots players who leave the leaders radius and the example of it being optional would be in the form of a box to click to turn on/off. More than likely this concept would require client control anyway so i don't expect it to really bare any fruit.

Also it does not have to be 300 feet which is about 3x the size of an knights typical aura, it certainly does not work in hand with your idea for contribution.
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th3gatekeeper
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Re: [Implementation Feedback] RvR design

Post#118 » Mon May 22, 2017 11:57 pm

xanderous wrote:Are you sure you don't get it, that last statement kinda implies you do but ok for the record, my original comment was a joke but in the interest of humoring you i suggested it could just be an option for the warband leader to have, allowing them to choose to activate the auto function that boots players who leave the leaders radius and the example of it being optional would be in the form of a box to click to turn on/off. More than likely this concept would require client control anyway so i don't expect it to really bare any fruit.

Also it does not have to be 300 feet which is about 3x the size of an knights typical aura, it certainly does not work in hand with your idea for contribution.
Sorry, I thought you were being serious :)

Might as well make an optional button to allow only the warband leader to get contribution for his warband! You know, as reward for running the show! :P
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Dabbart
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Re: [Implementation Feedback] RvR design

Post#119 » Mon May 22, 2017 11:59 pm

Yea. Because coding these things would be super easy to do...
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Specialpatrol
Posts: 292

Re: [Implementation Feedback] RvR design

Post#120 » Tue May 23, 2017 12:00 am

th3gatekeeper wrote: I book I would recommend to anyone is called "how to win friends and influence people" one of the best books for personal growth. Chapter 3 talks about "there is only ONE way to make anyone do anything" The key: They have to WANT to do it.
Ha. I actually have this book. Got it due to its near legendary status. Maybe I should get around to reading it.

And I generally agree with your recommandations. The current system blows and more or less kills the desire to play the game. For me, at least (I do also see a hard drop in people online in our alliance - which I can't help but think is, at least partly, due to the current state of the grind).

Recently I've been actively joining open warbands more, spending 2-4 hours on average (whenever I could) on whatever was needed to take or defend a given zone. Only once did I manage to get a +100 contribution roll, the rest was +50, and never with more than 1 or 2 medallions earned from zone kills. It's almost laughable.

I particularly like the idea of dividing out the higher-end contribution rolls so more people get the same roll. However, I don't think that a new rvr system as default should favour a warband over a 6-man or whatever group setup you have. Both types of playstyle (smallscale/largescale) have their merrits and uses - and followers - which the game should embrace. Basically, the benefits of being in a larger group should be enough in itself (i.e. you win more fights and thus increases your immediate chance of dropped rewards as well as contribution bonuses).

A simple fix in my book would be to simply reinstate the old system, where you could get +500 from contribution and +1000 from RNG. EA actually got that one right, as it gives everybody in a zone a chance of getting a gold/purple/blue bag - and not just the 10-20 first who got there (and/or the grinders who have 6-10 hours to burn).

Oh, and a removal of whatever silly contribution mechanic that seem to award warband leaders a whole heap of contribution for simply forming a warband would also help.

Those are of course all moot points, if a new system already has been planned out. I will look forward to trying and testing it as well. But if it continues the current system's grind-heavy style, it most likely will be the last nail in the coffin for me concerning this game. I simply don't have the time for that kind of playstyle anymore.
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