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QOL changes / City and PQ suggestions

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madrocks
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QOL changes / City and PQ suggestions

Post#1 » Thu Nov 14, 2019 12:34 pm

Dear Staff and Devs and dear community,

I would like to suggest a few ideas. No trolling involved.


Quality of life changes
  • Fort preparation timer back to 15 minutes. This 5 minutes nonsense has to be reversed to how it was in summer 2018! Where Forts were fun with organized warbands!

    Renown Rank and Mastery npc next to each other in every war camp, every keep, every Fort lord room and war camp and at the pvp vendor area.
    It really makes 0 sense to run through half the city to respec and then run back to the dummies to test a build.
    It makes no sense not to be able to respec in a warcamp, it's a warcamp after all. You prepare for battle in it.
---

PvP Quest overhaul with bag rewards, so stalemates and keep defense have more then just the pride as a reward.

You know the kids, no suprise bag, many tears.

One npc in every war camp/keep lord room, 6 repeatable quests:
  • Quest 1: 100 Player kills - 1,5 Gold/2k RP
    Quest 2: 100 Player kills at keep - 1,5 Gold/2k RP
    Quest 3: Defend Keep - 2 Gold/2k RP/Green bag
    Quest 4: Conquer Keep - 5 Gold/5k RP/Blue bag
    Quest 5: Conquer 2 Keep - 5Gold/10k RP/Purple bag
    Quest 6: Conquer 4 Keep - 10 Gold/15k RP/Gold bag
---

How to solve this pathetic city logging situation we have with the endgame content

People throw left and right and you know it. Nobody gives a damn on both realms anymore.
Everybody wants to have their endgame gear, as it should be, but the path of less resistance right now is just: easy mode zerg or throw zone for 2 star cities.
That is far from what I see an RvR MMORPG should look like. Of course nobody likes a stalemate because there is no bag reward in it.
When the kids dont get their surprise bags they get super pissy.
But some people don't deserve the city. This kind of people, they don't give a damn, they want free ****. They use "competitive" enviorment as a foul excuse to let other players do the dirty work in the zones.
See, some players bust through all the zones while others wait till the fort/city is up to cash in medals/bags just by logging in. Sure, have it your way but the result is boring rvr all day and 3 to 1 population inbalance.
What the actual ****. I know you would agree.

So to fix clear nonsense and this limbo that creates boring rvr filled low rr rank alts, I was thinking, why not make a simple quest.
If you don't participate in the zones then you don't deserve to defend or attack the city. As if every pleb was ever allowed inside the walls for the last stand.


City quest line


Introducing the Blood Coin.
The Blood Coin is a quest item granted from a simple quest that ensures everybody participates in every pvp aspect of the game.
You will need to have blood coins and royal medals to buy royal gear of the vendors. Similar to the Opressor weapons that need the Conqeror version to trade in.
Sounds radical? Well, tough times need tough measures. The AAO malus was apparently not enough to make you stop xrealm zerg.

The Blood Coin Quest is quite simple
NPC in IC / Altdorf, only visible with an RR rank of 51.

Kill 5000 players in rvr.
Play 25 Scenarios.
Play 10 Ranked Scenarios.

Simple solution, people can city log as much as they want, but if they aint playing the rest of the game, they can go zog off!


At last something pve related

The original game inteded the mix of pve and pvp to actually lock a zone. Because there were so many crybabies that got scrapped.
Now some of you, here in this community are allergic to pve for whatever pathetic reasons. That already results in people not having sentinel jewelry and therfore missing a BiS piece.

I think we should add zone wide buffs that come with the completition of the PQs.
Lets say every PQ gives a unique buff like 2% bonus to RR gain, or 2% less chance to be critically hit.
CH22 should give something gamechanging like 15% extra wounds for 60 minutes.
Warband style pve content is actually fun, anyone who did CH22 with a warband that knows the mechanic knows what I am talking about.

Lutz
Last edited by madrocks on Fri Aug 14, 2020 12:08 pm, edited 10 times in total.
Lutz

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madrocks
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Re: BO Flags/PVP Quest Ideas

Post#2 » Fri Nov 15, 2019 6:46 am

NGAF bump.
Lutz

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OndeTv
Posts: 81

Re: BO Flags/PVP Quest Ideas

Post#3 » Fri Nov 15, 2019 9:50 am

If this was implemented, what i see happening would be:


- both lakes and scenarios becoming more active

- both sides being forced to be active in the lakes rather than currently having 1 side turtle up in a keep or only join when sieging begins (or suffer the consequences)

- players having to earn their rewards through the quests rather than having to rely on luck

- diminished x-realming as players can not just switch side and instantly profit from doing so

- both sides actively wanting to conquer both keeps and forts to earn rewards rather than waiting to defend (or pushing one side then joining the other for defense)

- controlling BOs will actually matter not only for the normal keep upgrade process, but for the siege campaign itself

- the above point will also serve to spread out the playerbase when population is high

- the aura bonuses should help offset chokepoint issues in case of high defense concentration, or force attackers to build their keep higher by controlling BOs and running supplies to overcome this which in turn forces defenders to try and stop this, which in turn forces defenders out of the keep


All in all it sounds like a **** good suggestion to me.
~~~~~~~~ OndeTv, Sorceress, <The Art of War> ~~~~~~~~
~~ Onds, choppa ~~ Ondarm, marauder ~~ Helligonden, zealot ~~
~~~~~~~~~~ and many more destro characters ~~~~~~~~~~~
~~~~~~ Proud member of Nagarythe Corps in the old days ~~~~~

zak68
Posts: 394

Re: BO Flags/PVP Quest Ideas

Post#4 » Fri Nov 15, 2019 10:40 am

madrocks wrote: Thu Nov 14, 2019 12:34 pm Adding NPC to battlefield objectives
...
just to make strong side stronger ; but, why ?

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Mattia1981
Posts: 56

Re: BO Flags/PVP Quest Ideas

Post#5 » Fri Nov 15, 2019 11:03 am

It seems to be quite a fine as solution to prevent Xrealming and making ppls persevering in each rvr lake, but stills there would be a zerging sistem as well. Maybe the rr /gold gained should be fixed a bit considering even the contribution of each single player for the whole T1-2-3- of emp/dwarf/elf despite the quests and the champions onn BOs.

Ty for the smart suggestion @Madrocks.

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madrocks
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Re: BO Flags/PVP Quest Ideas

Post#6 » Fri Aug 14, 2020 11:58 am

Bump into the present.
Lutz

marafado
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Posts: 165

Re: QOL changes / City and PQ suggestions

Post#7 » Fri Aug 14, 2020 12:26 pm

9 months later :O still same xrealm/city loggers issues... maybe its working like devs/staff like it, cant see other reason.

ps: mythic did some mystakes, but they never promote this "shemale" playstyle :)

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