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[RvR] Encourage Team Play and Zone Locks

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Hargrim
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Posts: 2465

Re: [RvR] Encourage Team Play and Zone Locks

Post#131 » Thu Jan 11, 2018 5:52 pm

Aurandilaz wrote:What if some of the old "run supplies" mechanic was brought back?
Maybe split the keep ranking between passive "stand on the flag" doing your duty, and actively doing supply runs?
And somehow, make it so instead of 1 carrier, its actually a team of carriers. When the supply is picked up, the entire team of the carrier is given 1/6 of the actual supply. Would be actually incentive for people to run as a "supply convoy", instead of just one single carrier.
Want to rank keep up faster? Send our supply convoys.
Want to interrupt supply convoys? Bring more than 6 people to stop them, meaning you would have 2x6mans or semi-sized pug WBs laying ambushes in zones harassing the supply lines.
Maybe the supply would be like a "relic" object that drops and can get picked up by players just like on live, or functions like a Mourkain SC object or Maw of Madness object (though no self dmg, but maybe inability to mount?)
Wouldn't need to replace current "control the flags, rank the keep" mechanic, but add more flavour to it. And essentially guarantee that people who really want fast ranks would actually do proper groups to get more supplies moving, and enemy would also group more to ambush those sizeable supply convoys with their escorts. :)
Read what is planned for RvR instead of reinventing the wheel.
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Collateral
Posts: 1494

Re: [RvR] Encourage Team Play and Zone Locks

Post#132 » Thu Jan 11, 2018 6:11 pm

Making bos important during sieges is just pointless. Having that extra 10 rounds of ammo or whatever makes no difference. Why? Because siege weapons don't have a huge impact on the siege, other than rams of course. You can have an entire siege without cannons, they are not mandatory at all. They help with bringing down oil, and that's really it. So I can't see how I would possibly bother with taking a bo during siege to get some ammo for cannons.

Also, why would defenders want to risk going out for a few rounds of ammo, or to make the ram a bit weaker? The best thing you can do to stall the attack, is form up a firm wall of tanks backed up by dps and healers. Use morale cycles, defensive or offensive, and push attackers back, until they either break through or completely shatter on your wall. Going out of the keep at those crucial moments would mean game over for you.

I like the convoys idea. But something would have to be done so that you can't just walk to the bo closest to wc and get supplies. Maybe do it so you can only transport supplies to the furthest point possible. So supplies close to wc have to go to keeps, and supplies close to keeps have to go to wc. When you pick up supplies, a message can pop up telling you where you have to take them, so players don't get confused. This would constantly change the supply routes, possibly making the zone more alive and strategic.

How about this, merging the convoy idea with my bo buffs idea. So you go to a bo, get supplies, and once you deliver them, your realm gets the buff for a couple of minutes perhaps. So if you want to keep the buffs active, you need to have a constant supply runs from those bos.

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SwiSh
Posts: 11

Re: [RvR] Encourage Team Play and Zone Locks

Post#133 » Thu Jan 11, 2018 8:05 pm

guys, we're going off topic, this post was not created to talk about RVR mechanics, but "what" would help in the game to entice players to play more in organized teams

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Hargrim
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Posts: 2465

Re: [RvR] Encourage Team Play and Zone Locks

Post#134 » Thu Jan 11, 2018 8:42 pm

*politely ignoring OP*
Collateral wrote:Making bos important during sieges is just pointless. Having that extra 10 rounds of ammo or whatever makes no difference. Why? Because siege weapons don't have a huge impact on the siege, other than rams of course. You can have an entire siege without cannons, they are not mandatory at all. They help with bringing down oil, and that's really it. So I can't see how I would possibly bother with taking a bo during siege to get some ammo for cannons.

Also, why would defenders want to risk going out for a few rounds of ammo, or to make the ram a bit weaker? The best thing you can do to stall the attack, is form up a firm wall of tanks backed up by dps and healers. Use morale cycles, defensive or offensive, and push attackers back, until they either break through or completely shatter on your wall. Going out of the keep at those crucial moments would mean game over for you.

I like the convoys idea. But something would have to be done so that you can't just walk to the bo closest to wc and get supplies. Maybe do it so you can only transport supplies to the furthest point possible. So supplies close to wc have to go to keeps, and supplies close to keeps have to go to wc. When you pick up supplies, a message can pop up telling you where you have to take them, so players don't get confused. This would constantly change the supply routes, possibly making the zone more alive and strategic.

How about this, merging the convoy idea with my bo buffs idea. So you go to a bo, get supplies, and once you deliver them, your realm gets the buff for a couple of minutes perhaps. So if you want to keep the buffs active, you need to have a constant supply runs from those bos.
What about BOs that regenerate doors more than they do now :)?
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Collateral
Posts: 1494

Re: [RvR] Encourage Team Play and Zone Locks

Post#135 » Thu Jan 11, 2018 9:00 pm

Simply no depth, so same as before.

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Hargrim
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Re: [RvR] Encourage Team Play and Zone Locks

Post#136 » Thu Jan 11, 2018 9:16 pm

Collateral wrote:Simply no depth, so same as before.
Good, lets test it.
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dansari
Posts: 2524

Re: [RvR] Encourage Team Play and Zone Locks

Post#137 » Fri Jan 12, 2018 2:37 pm

Hargrim wrote:
Collateral wrote:Simply no depth, so same as before.
Good, lets test it.
I don't think I like that idea either.. then defenders can just leave the keep, split up among the BOs, and regenerate the door more than it's being hit. At least that's your intention, right?
<Salt Factory>

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Hargrim
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Re: [RvR] Encourage Team Play and Zone Locks

Post#138 » Fri Jan 12, 2018 3:07 pm

dansari wrote:
Hargrim wrote:
Collateral wrote:Simply no depth, so same as before.
Good, lets test it.
I don't think I like that idea either.. then defenders can just leave the keep, split up among the BOs, and regenerate the door more than it's being hit. At least that's your intention, right?
Go and hold your BOs Mr. Attacker.

Last time I heard there was a reoccurring complaint of BOs being pointless after Rank 3. Now they have one more point.
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rmpl
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Re: [RvR] Encourage Team Play and Zone Locks

Post#139 » Fri Jan 12, 2018 3:23 pm

It's an alpha after all, testing it for a week won't hurt.

bloodi
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Re: [RvR] Encourage Team Play and Zone Locks

Post#140 » Fri Jan 12, 2018 5:33 pm

Hargrim wrote:Go and hold your BOs Mr. Attacker.

Last time I heard there was a reoccurring complaint of BOs being pointless after Rank 3. Now they have one more point.
This sounds great on paper but always remember that zones should not require population disadvantages to get locked and thats what you are forcing with that change.

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