My goal for this post is to collect ideas to improve rvr as a whole as well as pinpoint problems that make RvR unenjoyable.
Currently I am not very satisfied with the way RvR works, it feels stale.
I have been spending a lot of time thinking about multiple issues and how we can achieve this exciting feeling of having epic battles in a gritty high fantasy setting. Theres lack of incentive to fight battles besides just killing the enemy realm and get some purple numbers. Just ganking some palyers, or fighting off a wb to make it clear you are the stronger side to make the enemy log so you can take the keep with lots of aao is not what feels like an accomplishment.
Taking a zone should be something that took effort, something where smaller grps, soloplayers and the sieging zerg worked for and played their role in conqeuring. It should reward teamwork cunning and braver. A good example is the implementation of supply that happened recently, it makes a ganking grp doing something useful for the realm by providing possible supplypoints to their own realm. (but more on that topic later on)
INDEX:
- The three phases of a Zone
Spoiler: - Supply&Resources
Spoiler:
- Battlefield Objectives
Spoiler:
- Siege Equipment
Spoiler:
- The Keep
Spoiler:
Keep in mind these are merely suggestions and should inspire discussion or an idea of how the rvr should look like. If anything i wrote helps then it served its purpose.
Suggestions:
Make BO generate supply crates
Gives value to holding BO during sieges for steady supply income for attacker as well defender. More importance to postern doors. Gankers have something to do during siege time as well. Anyone can do this even without grp giving the opposite realm slacks. Do I siege with my full force or do I leave some ppl on BO's? (vice versa for defenders).
Supply repairs cannons and ram
Defending fixed cannons already regenerate health automatically, they can be very lethal to any attacking siege equipment, rightfully so, but they are too devastating right now during high population times. If Door can get repaired with supply why cant ram? Smaller grps are perfect for this, solo players as well but the smaller the force the higher the risk of counterplay getting their supply stolen destroyed.
Oil respawnrate is affected by supply level
This is mainly for balance if ram repair and the supply from BO change is introduced. I dont see why a 0 rank keep should be able to use oil at the same rate as a 3 star keep as well.
Low supply level disables BO portals
Promotes smaller grps in fresh zones before a dominant side establishes itself. Ripping weak links out of a unorganized zerg also helps weaken one side without porting to their grp again too easy. Giving more meaning behind hunting grp besides renown.
Supply crates dropped from players destroyable
You left behind supply you dropped but you won the fight, why shouldnt you be able to destroy them or pick them up again to make them vanish? Important counter mass supply accumulation in zone as well as clearing clutter from the ground after huge fights in chokepoints.
-See you in the rvr lakes
edit: removed a suggestion that was already implemented