RvR suggestions and feedback

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flintboth
Posts: 440

RvR suggestions and feedback

Post#1 » Mon May 30, 2016 8:22 am

Warning ! be prepared for a long message perhaps not very clear and not very well translated, thank you .


RvR is being set this as the design Team Development wants, for now it is long and daunting with regard to the siege weapons and therefore the keep lock but the rest is interesting for importance and management of battlefield objectives taking two keep in second party of the T4, the interaction between players give some good fights.

As a player points that currently bothers me, if it can serve especially as the mechanical RvR are provisional and while one is in Alpha so ;
is that some mechanical implementation have more air to be there to force players to follow a desired set of procedure than give to the RvR possibility to accommodate a wide variety of game and encourage initiatives.
Give the total management, responsibility , of the battlefield for all the objectives, castle included.
Gold, Non-Player Characters on the RvR, RvR linear campaigns T2 / T3 ... act as discharge gates and grind without surprise (T2 / T3 rolling zone area), part of the initiative is removed to players.

Who did not run to take refuge amid the NPC of a BO when a confrontation went wrong, many of us stands with NPC to protect the Battle Objectifs and themself.
Finally it breaks confrontation, thus reducing the most precious thing that should bring RvR Zone "event management between players left to the players, the experience of freedom between players in the video game" breaks from the possible events between players and therefore a part of the interest RvR, GvG and PvP goes out the window.
What I see in the end is that the presence of NPC on BO's reassures dominant Realm in attack and instead there are groups that animates the entire map to protect the objectives and well as is a fairly thankless job (monitoring Objectives away the Keep siege so atractive and booty, the capture and recapture of BO should be made interesting for any level of a Tier) it's an organization that is not set up until the last moment, when the goal is burning on the map and that the capture of the fort may become impossible;
By making these objectives more vulnerable after a certain time you make a presence throughout on the RvR map and give to solo players an other reason than ambush the train players going from the warcamp to the siege Keep.
If the forces of the attacker should be divided so the difficulty of the keep siege must be set (as the current settings you make on the siege of mechanical, thank you for this is clearly not obvious) that the event will be not impossible and the good organization of the attackers and defenders is rewarded.

Taking all the objectives to lock the area is interesting from the time where is not a simple collection made by the zerg once keep lock;
If you have changed as you make doors attackable from the possession of two (Two would be good for simultaneous attacks Forts which adds to the intensity of the game) or three goals then it would be nice to make, when both doors fell, a flag to capture instead of kill lord, this flag could be taken and retaken as three or four BO would not be under control.
Once the castle and the many BO under control the area is locked and loot drops
To add interest and a chance for the resumption of the Keep by the defenders, as the necessary BO are not locked the zone are therefore not taken, interior doors can be rebuilt if the enemy are pushed outside the inner Keep so if the castle's flag is taken back;
Then they are pushed outside the enclosure exterior the doors could be rebuilt; Add a flag to the top of the outer wall will add a challenge to the Keep attack/defense and require strategy if it worked hand in hand with the flag of theinner keep.
Bring down a castle gate is not easy and can take a flag on the outside walls symbolize an act of war which is important in a seige or in a reconquest.
For the T4 maps where there are two Keep to take, capture the flag of the first Keep attacked require the possession of two or three BO except the flag of the second Keep;
The first Keep taken becomes a striker Keep with interior and exterior doors but can be taken thereafter as the second Keep is not taken and the zone locked.

Also in the Keep, as I tried to say it in English on another post, taking them required in past going on group involvement pass postern MDPS well set for cleaning the walls and oil now the presence of NPC breack this mechanic who had been slow to take root in the habits of players.
Posterns are not really kept as NPCs are there to alert us and puckering of attacking MDPS; If the work is chewed the RvR becomes less interesting for that time.
The new mechanics that is taking place in its absence it is the group MDPS who are throwing their picks on doors in support of the ram.

This is not any players who can or want to invest time to farm gold ... the latest patches from the official server especially had seen the financial aspects deleted for the RvR mechanical and aggressive NPC removed from the red lake, except near the warcamp,
Maybe EA / Mithyc had perhaps not entirely false either through the development of its patches.
The financial aspects in an online game is taking and this should attract certain type of players for me and for the other probably, this is just a weight that we carry because if I connect to a game that is party to withdraw myself for a moment to some aspect of reality, not to found in all its forms.
The possession of gold has become decisive for the evolution of RvR is probably partly why the RVR is less animated than earlier in the week and during the day, the increasing difficulty of the keep lock being also for some thing but it may not be a negative thing.

If in the future the staff looks for complementary additions would perhaps be a good thing to give the RvR more breadth in the issues giving more players implications across a wider affrontemment kingdom against kingdom by involving a bonus (tick ...) the four Tiers.
For example a motivating bonus (tick ...) for the simultaneous locks of two maps of a Tier (T1, T2, T3) would break the zerg, provide an opportunity for players to prepare (for the T4) to managing a conflict on two or three maps of one Tier, get used to using the communication tools (Tier channel RvR zone channel ...) to give information on situations (a necessity which starts in place for the conduct of T4 events > Capital lock), so to establish at the earliest links between players from a Realm and encourage immersion in the game and in a kingdom by the management further issues the lock of a single map.

And / or for example the lock of all maps of one race or another ... like Greenskins... by one Realm, T1> T2> T3> T4 in a defined time;
This would ensure party in the settlement of the lower Tiers, would restore a dimension T2 and T3 through a scale confrontation, give a reason for players to lock the Elfs T1 cards and Greenskin / Dwarf would have an optional bonus which not detract the challenges of T4 and each Tier, instead I think.
This would encourage coordination players (old and new players came ...), motivate the research and application of additional strategies and the challenge would be in their betting works, and debolster, the role play would be more valued and especially would be an additional challenge for guilds and while promoting the integration of their new members would give the sake of leveling which until now is a binding point for guilds but obliged as it ensures their survival and full of another reason ...
And would not be a tick difficult to set up, I guess.

Have additional small cogs who do will probably not easy on but they can make RvR more interesting, unified a few more players from the same kingdom and the addition of his non determinant (non essential) opportunities and initiatives increased interest and favor the attractiveness.
I do not think i am wrong when i say in term " many of us" like unlocked a part of hidden in game and like when the difficulty give access to an additional contain this which increases the wealth of a game here with lock great feat, it even more if there have any ticks, Realm title or role play or rewards (appearance only, unskilled item of course to avoid the rush like Warfarmer which adds nothing to the game, cloaks or others item without stats but with nice appearance).

These are only return to take notes or to throw in garbage, here i am not asking for any sort of applications, hoping that they may serve positively despite my mistakes and blunders of perspective.


If you want the text in is first language before translating : viewtopic.php?f=80&t=13509


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06/10/2016
I don't want to see the post updated on "recent topic" so i post in the first one,
if you want to read my feedback just check in suggestions and feedback
for those who are interested.
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Recently I found a magical barrier was added RvR Nordland near the house above the War Camp of Destruction.
Surely some will appreciate this addition and I can understand why, this barrier give a positive and negative effect for players from both sides as to how the RvR in itself.
I note this, not event to mark my support to this addition or to request the removal of this addition or to explain the benefits or harm it causes because players initially surprised time always find way to have fun with or without barriers.

The barrier represents the current RvR as experienced for myself and I do not think exaggerate adding that is felt as a key part of the players however small it.

RvR is a fabulous place in the sense that when players enter this arena red they expect mostly to manage themselves the events that link them to other players, they have the entire management of the events.
If the barrier or mechanical conditioning becomes too constraining, frame the events unfolding on the RvR, THE RvR loses its own meaning.
There is not a lot of freedom to be sitting in a chair behind a computer screen, limited to tapping on a number of key to try to express us; If then the mechanical play against you, your events, constrained, preventing any évolution, accomplishment and feeling of freedom so...

I apologize for my back if I did not understand the purpose you are aiming for.

This is a return that have value only in my eyes, it can be discarded or set aside, I hope I have not hurt anyone or upset anyone through my words and I especially hope this return will serve positively the development of RvR deserves constructive feedback from all I think although are insignificant returns.

If you want the text in is first language before translating : viewtopic.php?f=80&t=13509
monkey 079 (test failure - escaped)

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