Hello,
Looking back at the first Live version of the maps, the Victory point system, and how the rvr-lakes have their different weak points and strong points for being fun, but also strategic. I think we dont get around the issue of some maps are less action packed, while otheres are, but on the other hand are then less strategic.
Which makes me wonder. VP system was scrapped for a reason, no denying that! But could a more modern RoR version maybe work for the zone mechanics?
Lets examine and feel free to give input or come with own suggestions.
Suggestion:
Zonelock mechanic:
First of all it will take heavy inspiration from the original VP system but instead of both realms fighting over limited points and stealing from eachother, the points will accumulate endlessly for your realm's victories, which will lead to faster zonelocks and a much more moving campaign!
- There are no keep ranks any more.
- BOs lock after capture for 5mins.
- Capturing a BO gives the current RP gain buff from kills.
- Any Scenario wins for your realm boosts Victory points and gives zone contribution (based on your level bracket. T1 players boost T1 ofc)
- Winning scenarios for your realm gives VP towards zonelock.
- Kills in the zone while a player has 2 or more BO buffs will allow Skulls of the Fallen to drop. These can be turned in at your keep top floor in the little alcove at a shrine to boost the keep rank. Guilds who have claimed the keep can then buy upgrades for the keep. (skulls last 60mins before decaying, the stack timer begins as you drop the first skull)
- Ram is scaling with amount of BOs your realm holds from 100% being current normal damage. One BO = 25% of normal damage, two = 50% etc.
- Up to 12 players can enter the ram. The dps of ram is same as currently but allows for more players to be involved in a siege, and oil being more dangerous overall wiping a bigger portion of siegers.
- Ram is no longer purchased but instead assembled but picking up a Box spawning on each flag, with four different ram-parts which needs to carried to the keep. Status on ram assembly is showed when hovering over the keep like showing current status of siege weapons. Several rams can be spawned at once.
- Boxes from BOs on succesful turn in gives player's group a stack of Skull of the Fallen
- Orcapults have been allowed from preplaced possitions on each keep, in each zone. These will be tested so the attackers can shoot themselves into the keeps with a variety power and angel to hit roughly the outer walls and nearby Courtyard. So the locations are not 100% predetermined and can be camped. But instead gives players an other option for scaling the walls for all archtypes. These orcapults can only be spawned "pad" platforms which the defenders can destroy like Live Rampads.
- Orcapults can be built same way as Ram, by captureing all four BOs and getting the individual parts and carry them to the keep siege orcapult-pads. Each part increases the health of the pad by a lot of health.
- When a BO is open for capture and pvp breaks out all of the killing/renown gained during the fight on the objective will be accumulated into a hidden pool with a max cap. When the fight is over, the winning side will gain the accumulated pool of renown spit out between them based on contribution (think of it like a pvp pq with just players) Each player can only get 7k RP max per concluded fight which happends when the BO locks.
The VP system and requirements:
- Capturing a BO gives 0.75 VP to your realm
- Captureing a Keep gives 40VP to your realm
- Killing a players gives 0.0 VP to your realm
- Turning in a skull gives 0,05 VP to your realm (2000 kills to flip a zone)
- Winning a scenario for your realm gives 2VP to your realm.
- Turning in a box gives 0.5VP
For a zone to lock a realm needs 100 VP!
Claming a Battleobjective with a banner:
- Holding a standard in your hands and rightclicking the BO flag gives you a popup if you wish to claim the objective for your realm & guild. The active banner-buffs on your standard will be spread to all nearly allies AND debuff any enemy who steps in range. Think of it as an upscaled Chosen/Knight aura.
- Claiming a Keep or BO will allow for upgrades to be purchased such as. Buying Champion Patrol guards, Uprading npc health, buying aoe stun 50ft at 50% health for lord for 10seconds ignoring immunities undefendable. Auto dismount any enemies within range of the BO.
- Any funnel BO cant be claimed. Highpass tavern and tower, BFP tavern, Manor in Reik + eatain.
Addressing the troblesome Battleobjectives for funnels:
- Lighthouse BO in BV gets a teleport orb behind the lighthouse that allows players to channel a teleport to reach the top floor after a 10sec cast
- Crypt in Ostland gets a teleport orb upstairs which allows players to teleport to the center of the bottom room. 15sec casttime channel
- Highpass Tower gets a teleport orb behind the tower with a 30sec channel to teleport all the way to the roof room.
- Manor BO in reikland gets a behind the BO teleport orb which after 10sec channel ports players inside the middle of the room under the balcony inside.
- KV Ice BO gets a teleport Orb near the top of the BO's center upstairs from the ramp where you can teleport down to the slightly lower area from the flag in the deadend tunnel after a 20sec channel
- BC North BO gets a teleport orb on top of the cave outside of tabtarget range of people inside. Which will teleport players inside near the flag after a 30sec channel.
- Eataine Manor BO gets a teleport orb 200 ft front of the door with a 10sec channel porting players inside the house.
Attempting to give more fairplay for both realms on some maps in terms of locations:
- Destro in DW gets a teleport orb in their WC which will teleport them from WC to top of the big ramp south of the West keep. This channel takes 2min.
- Order gets a teleport orb in Cale from WC to top ledge east of Baracks BO. 45sec channel.
- Order will get a teleport orb to the western central river bank in Reikland
- Destro will get a teleport orb to the eastern central river bank in Reikland
- Both realms will get a skaven tunnel near their WC on pve-exit towards the eastern part of the map close to their entrance to rvr from chp camps.
Hardlocking some keeps to never be random in terms of which realm gets them:
- Destro will never have south keep in KV. Postern can stay blocked as long as theres one north and one south.
- Destro can never have north keep in Reikland as the western ramp will then be perma contested for any order player moving into the center of the map.
- Order can never have the Badlands keep. Two postern doors should be opened to allow acces for defending destro.
Fortresses:
- All forts will get the keg/banner mechanic. As this is hands down the better mechanic for making Jailbreak more meaningful and spreading out the winning attackers to give comeback option for the losing defenders.
- During stage2 flags will be more powerful as long as you have 24players standing on a flag. This is an attempt to spread players out, and give the outnumbered defenders who has an defensive advantage during stage3, a more realistic chance of picking their fights and moments during stage2, to give everyone more action and fun. Flags only give 25% of current progression if a flag is not fully manned. And it will give 100% ramming normal damage if a 24man or more is standing on a flag.
Future improvements to the system:
- Skulls turned in can later on open LOTD pve version to whichever realm gets the next milestone VP of 1000. Each time a realm has locked LOTD for pve they lose 500 on the bar. If the other realm didnt lock they didnt lose any VP points on the LOTD VP bar. Winning the overall Citysiege grants 1000 VP after the siege concludes.
- Killing the wold boss Collosus after a succesful TOLV dungeon. will give all players attending 50skulls. And turn them into skeletons for 1hour (signet apperance without breaking on ability presses)
- Warcamps will eventually be looked at. Especially Reikland warcamps, Eatain warcamp locations, to create better heatmaps.
- Mini tombs in LOTD will drop pocketitems with 700 absorb useage and 15min cooldown. Or ranked event slot items.
- PQs in pve-LOTD will be monsters who can be butchered for liniments. especially more limited versions which only come from crits atm. And can give 200 crafting containers at tripple the rate from PQ bags.
- City sieges will happen both on a schedule AND when 2/3 pairring have been locked for one realm. Eventually Sovereign weapons (orange) will be added and can only be obtained from City content and will be more of a utility upgrade. Bloodlord weapons with 12 RF per sec instead of current 10. And for other classes some class related green text for utility like 1sec less cooldown or W/E.
- Captured enemy banners can be used in mini emblems to decorate your own guilds standard. Show off which guilds you have captured their standard from!
While coming up with some of these numbers & systems I tried to take into account the different playstyles, different brackets players are in. Some are in greengear fresh 40. Some are lvl 16 just entering T4. Some are BiS and just wanna kill. Some are pugs, some are premades. Some are EU primetime where 2000 kills might happen in two hours, some are NA prime on either coast and it might take longer without dragging out for too long. The main idea is to attempt to tie Battleobjectives into the game again, having a faster campaign to see more maps and less stalemates (Hazmy idea) While also trying to recreate the last phase of the current zonelock span as we have it right now. Where a realm needs both keeps + 3BOs to lock. That periode of a zone, is to me what should happen more where all four BOs hold equal value and the whole map is in play. While also trying to keep the BOs and the Map active while a siege is going on, to allow for more smallscale, and being massively outnumbered with high aao then now theres value in holding BOs and locking them to stall the siege and attempt to spread the outnumbering force out more. Some maps have issues with all BOs being equal, I tried to think of teleport orbs that could help this situation for both realms from my own experience playing. Tieing sc wins back into the campaign is something I think the game needs. But we also dont need PQs to be tied to zonelocks like it was in the original VP 1.0 imho.
I am hoping with a system like this, that there would be action, moves & countermoves. With stuff to do when you are outnumbered too. If you lose your keep its not the end of the world, you can still retake it. Or keep the BOs and the zone bussy building VPs while the enemy is fully focused on just the keep.
Adding more stuff to do while a siege is going on, is also desperatly needed imo which is why i suggest the old "pad" system for orcapults, and more players in the ram.
Victory points 2.0
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Victory points 2.0
[BW]Bombing 94
[SL]Slayling 82 - [Eng]Bombthebuilder 82 - [Kobs]Bling 81 - [WP]Orderling 81 - [WH]Hatlinggun 78
[MSH]Squigmonster 87
[Chop]Chopling 83 - [Sorc]Notbombling 83 - [DPSZL]Destroling 82 - [Mara]Goldbag 80 - [2HBlorc]Bonkling 78 - [DPSSham] Smurfling 75
[SL]Slayling 82 - [Eng]Bombthebuilder 82 - [Kobs]Bling 81 - [WP]Orderling 81 - [WH]Hatlinggun 78
[MSH]Squigmonster 87
[Chop]Chopling 83 - [Sorc]Notbombling 83 - [DPSZL]Destroling 82 - [Mara]Goldbag 80 - [2HBlorc]Bonkling 78 - [DPSSham] Smurfling 75
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