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ORvR Proposal

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Raggaz
Posts: 136

Re: ORvR Proposal

Post#11 » Fri Jul 19, 2019 3:43 am

So what happened with this? Is it still open? Did it get closed? Just a no?

I wrote up a new very simple form of it, maybe it is easier to understand.



BOs work like gromgril crossing (sc). If youre unfamiliar with this board, 1 BO is open at a time. Once the BO is locked, the next BO in a sequence opens.


RvR version.

Each BO open for capture is completely random, there is no sequence for which BO opens for capture next.
Longer cap times. Right clicking on BO captures the BO. 30 sec capture time.
Once the BO has been captured it has to be defended for 5 minutes to lock.
If any enemies are within 1000ft(?) of the BO, the 5 minute lock time does not continue.

Long cap time on the BO means it would be hard to capture, easily interrupt anyone trying to capture it. Also need to setup a perimeter to be able to capture.
5 minute defend time once captured, that doesnt count down if enemies are present means the BO could not lock indefinitely.
(A timer for last realm to capture the BO successfully for 30minutes, it then locks for them if no re-capture happened. This would prevent a stalemate on the BO forever.)

Once BO has been successfully defended for 5 minutes without any enemies near it grants 25 resource points. Enemies do not reset 5 minute countdown just prevent it from continuing.

25 resource points per BO lock.
100 resource points = 1 star.
Repairing each door of a keep requires 75 resource points.
Locking a zone requires capturing enemy keep and 3 stars.
Or 5 star lock.

This turns every BO into a battle ground, the only way to gain resource is from locking a BO.



The amount of zones/BOs open at a time depends on population.

T2-/4
Amount of players.
0 - 55 players = 1 BO open.
56 - 75 players = 2 BOs open.
76 - 95 players = 3 BOs open.
96 - 110 players = 4 BOs open.
111+ players An additional T2 zone opens for capture.
1 additional BO opens every 20 players from 111 in the new zone.

T1/ Amount of players
0 - 15 players. 1 BO open.
16 - 30 players. 2 BOs open.
31 - 45 players. 3 BOs open.
46 - 55. 4 BOs open.
56+ ,additional zone opens for capture + 1 BO.
1 additional BO for every 15 players in the new zone.

This way when there is high population more BOs open in the zone. When more players are on it opens an additional zone and additional BOs in the new zone for extra players.
This helps with low population limit, where there will only be 1 or 2 BOs open at a time in 1 zone that must be competed over for resource.
Population check runs every 10 minutes. Zones/BOs close from last opened if not enough players present.


This is the kind of system that needs to be in RvR.
We should have to fight over resource. It should be necessary to have to pvp to gain resource in someway.

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Raggaz
Posts: 136

Re: ORvR Proposal

Post#12 » Fri Jul 19, 2019 4:05 am

Yaliskah wrote: Wed Jul 25, 2018 11:15 pm According the path of least resistance, you will find the exact same issue we experienced years ago : 1 faction locking BOs , another waiting silently behind its keep wall.
That still happens now and you know why? Because its the obvious place a fight is going to be. The RvR playing field has been made too big and too many options.
I reroll all the time. You know why I reroll? Because in t1 you pretty much know where to go. You know the best place in t1 to fight is? Nordland festenplatz. Thats it, thats the game.

But now sometimes multiple zones are open in t1 and all 4 BOs are open at the sametime.. People dont fight anymore, they go run resources. The samething happens in T4. There are too many options. Atleast put the amount of BOs/zones on a population setting.
There is no reason for 4 BOs and an additional zone to always be open when only 2 wbs are in the game.

The game revolves around running resources away from the enemy.. Its made it all become Non interactive. You dont have to fight anymore, the whole point is not fighting. No one fights for anything. The only thing we fight over now is at a keep.
And 90% of the time that involves standing on a wall. Melee stand on the wall, casters stand on the wall, everyone stands on the wall.
And the only argument Ive heard is, 'well the players choose to do this'. No the game allows this to happen! There is no reason for any pvp to take place. We make the pvp happen and only when its most obvious. At a keep defense.
Why not make every BO like a keep defense? Its always been about the BOs, always.

User avatar
Alfa1986
Posts: 542

Re: ORvR Proposal

Post#13 » Fri Jul 19, 2019 7:02 am

Raggaz wrote: Fri Jul 19, 2019 4:05 am
Yaliskah wrote: Wed Jul 25, 2018 11:15 pm According the path of least resistance, you will find the exact same issue we experienced years ago : 1 faction locking BOs , another waiting silently behind its keep wall.
That still happens now and you know why? Because its the obvious place a fight is going to be. The RvR playing field has been made too big and too many options.
I reroll all the time. You know why I reroll? Because in t1 you pretty much know where to go. You know the best place in t1 to fight is? Nordland festenplatz. Thats it, thats the game.

But now sometimes multiple zones are open in t1 and all 4 BOs are open at the sametime.. People dont fight anymore, they go run resources. The samething happens in T4. There are too many options. Atleast put the amount of BOs/zones on a population setting.
There is no reason for 4 BOs and an additional zone to always be open when only 2 wbs are in the game.

The game revolves around running resources away from the enemy.. Its made it all become Non interactive. You dont have to fight anymore, the whole point is not fighting. No one fights for anything. The only thing we fight over now is at a keep.
And 90% of the time that involves standing on a wall. Melee stand on the wall, casters stand on the wall, everyone stands on the wall.
And the only argument Ive heard is, 'well the players choose to do this'. No the game allows this to happen! There is no reason for any pvp to take place. We make the pvp happen and only when its most obvious. At a keep defense.
Why not make every BO like a keep defense? Its always been about the BOs, always.
The problem is not that there are many options, but the problem is that there are no options. if the population of one faction is noticeably larger than the other, then people do not see the point of capturing BOs, since the next stage (capture of the keep) is impossible. Therefore, people sit and wait in Keep while the opposite side receives their own Keep with 2 stars and they will have a ram. Resistance and any actions at this time are essentially meaningless, because the only thing that can lead to resistance is a delay in receiving the other side of the ram for 5-10 minutes.

Raggaz wrote: Fri Jul 19, 2019 4:05 am
Yaliskah wrote: Wed Jul 25, 2018 11:15 pm According the path of least resistance, you will find the exact same issue we experienced years ago : 1 faction locking BOs , another waiting silently behind its keep wall.
That still happens now and you know why? Because its the obvious place a fight is going to be. The RvR playing field has been made too big and too many options.
I reroll all the time. You know why I reroll? Because in t1 you pretty much know where to go. You know the best place in t1 to fight is? Nordland festenplatz. Thats it, thats the game.

But now sometimes multiple zones are open in t1 and all 4 BOs are open at the sametime.. People dont fight anymore, they go run resources. The samething happens in T4. There are too many options. Atleast put the amount of BOs/zones on a population setting.
There is no reason for 4 BOs and an additional zone to always be open when only 2 wbs are in the game.

The game revolves around running resources away from the enemy.. Its made it all become Non interactive. You dont have to fight anymore, the whole point is not fighting. No one fights for anything. The only thing we fight over now is at a keep.
And 90% of the time that involves standing on a wall. Melee stand on the wall, casters stand on the wall, everyone stands on the wall.
And the only argument Ive heard is, 'well the players choose to do this'. No the game allows this to happen! There is no reason for any pvp to take place. We make the pvp happen and only when its most obvious. At a keep defense.
Why not make every BO like a keep defense? Its always been about the BOs, always.
it will lead to huge zerg battles, and in a very limited space of one BO at this moment open. and in a week you will be the first to write on the forum about the fact that it is impossible to play in such lags and freezes. if you want to make any sense of capturing and holding BOs, you must do so that the BOs would have some benefit and were needed for something, or would bring some kind of bonus or advantage
15th orks on a dead elf's chest
yo ho ho and a bottle of rum

User avatar
Drys
Posts: 117

Re: ORvR Proposal

Post#14 » Fri Jul 19, 2019 12:59 pm

What about making the BOs more like the Battle for Praag or Gromril Crossing scenarios? BOs open sequentially from one keep to the other. As you get closer to the enemy keep, the BO could give a buff to the defenders (maybe 100ft or 150ft range only). You could even allow back-capping of BOs to reset if there is concern about getting the entire zone fighting in one location (i.e., need to have defenders at already-capped BOs). Plus you could keep the supply requirement to rank up keep, so folks will need to run supply instead of fighting on the front lines.
Spoiler:
Drystav - Magus 40/6X
Drysthex - Zealot 40/4X
Drystzyk - Chosen 40/5X
Drystax - Mara 24/2X

Drystal - WE 40/5X
Drystmar - DOK 40/4X
Drystelle - Sorc 40/7X
Drysthorn - BG 40/6X

Drystham - Shaman 40/4X
Drystig - SH 40/5X
Drystlak - BOrc 40/4X

User avatar
Tesq
Posts: 5704

Re: ORvR Proposal

Post#15 » Fri Jul 19, 2019 1:17 pm

Drys wrote: Fri Jul 19, 2019 12:59 pm What about making the BOs more like the Battle for Praag or Gromril Crossing scenarios? BOs open sequentially from one keep to the other. As you get closer to the enemy keep, the BO could give a buff to the defenders (maybe 100ft or 150ft range only). You could even allow back-capping of BOs to reset if there is concern about getting the entire zone fighting in one location (i.e., need to have defenders at already-capped BOs). Plus you could keep the supply requirement to rank up keep, so folks will need to run supply instead of fighting on the front lines.
You want even more Zerg vs Zerg? BoP work because its 24 vs 24 or 18vs 18 and its fine.
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BeautfulToad
Posts: 631

Re: ORvR Proposal

Post#16 » Fri Jul 19, 2019 1:41 pm

I think there is an issue with the supply drop mechanism in certain levels and if there is AAO. I played Caledor yesterday and we could not really do anything once they seiged (our outer was at 25%) we had 40% AAO. You cant take two BOs to increase the health of the door because we had one actual warband, we can't seige, and so you are basically just trying to farm RR and XP from attacking destro zergs. That's fun enough if you can organise, but there probably does need some mechanism that kicks in at certain levels of AAO.

This is maybe as simple as portals to the keep or elsewhere appears in the wc at 40% AAO. Alternatively, fixing BO placement in certain levels might be worth a try: Dragonwake (Mournfire Approach can be fired on from the outer walls of one of the keeps), Black Crag (the southernmost keep is just a terrible place for a keep for order especially), Kadrin Valley (south for order) and Caledor have poor BO placement.

User avatar
oaliaen
Posts: 1202

Re: ORvR Proposal

Post#17 » Fri Jul 19, 2019 2:15 pm

Imagine 100 vs 100 fighting for one BO...would be amazing. ¬¬'
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BeautfulToad
Posts: 631

Re: ORvR Proposal

Post#18 » Fri Jul 19, 2019 4:00 pm

oaliaen wrote: Fri Jul 19, 2019 2:15 pm Imagine 100 vs 100 fighting for one BO...would be amazing. ¬¬'
Isn't that Caledor and Etaine?

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Tesq
Posts: 5704

Re: ORvR Proposal

Post#19 » Fri Jul 19, 2019 6:38 pm

BeautfulToad wrote: Fri Jul 19, 2019 4:00 pm
oaliaen wrote: Fri Jul 19, 2019 2:15 pm Imagine 100 vs 100 fighting for one BO...would be amazing. ¬¬'
Isn't that Caledor and Etaine?
exatly, it is even wc to wc spawncamping...

@op

frankly speaking to op, this proposal is pure madness, you want that every single player in zone focus over 1 flag at time which is exatly what we want to prevent, plus there is nothing forcing ppl to spread at the same time over the map as you just open more flags with more population just allow again snowballing around pretty bad as proposal imo sy.
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BeautfulToad
Posts: 631

Re: ORvR Proposal

Post#20 » Sat Jul 20, 2019 5:38 pm

Tesq wrote: Fri Jul 19, 2019 6:38 pm exatly, it is even wc to wc spawncamping...

@op

frankly speaking to op, this proposal is pure madness, you want that every single player in zone focus over 1 flag at time which is exatly what we want to prevent, plus there is nothing forcing ppl to spread at the same time over the map as you just open more flags with more population just allow again snowballing around pretty bad as proposal imo sy.
I dont think it is madness. I'd personally like unlocking zones linked to population (e.g., if there is 50 or less people on one side only one zone is unlocked). The developers said it was too difficult to code something like this, however.

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