DISCLAIMER: While I may be a dev, this proposal does not reflect the opinions of the dev team as a whole, nor does this poll represent an official development direction.
- Two zones are open for capture at any time, locking any one zone will unlock the third.
- A zone locks when one faction accumulates enough Victory Points (VP)
- Alternatively: If, and only if, a faction has <=55% of the population, they can lock a zone by holding all of the objectives in that for 1 hour. If any objectives are lost within that time, the timer will reset.
- When zones unlock, each realm owns a Keep, and two Battlefield Objectives (BO).
- In Tier 1, Destro will hold the Nordland XI, Order will hold Harvest Shrine, and Festenplatz will be neutral.
- Keeps can be attacked at any time, there is no requirement to hold BOs.
- Each BO held increases the door's HP Regen, and reduces the amount of time before the door closes after an attack.
- Capturing a BO grants a 1x reward (Exp, RR, Inf) to all players in range of the BO, and prevents the BO from being attacked for 15min.
- Capturing a Keep grants a 2x reward to all players in range of the Keep, and a 1x reward to all players within range of a BO.
- Defending a Keep will grant a 2x reward to all players within range of the keep and a 1x reward to all players within range of a BO, after the previously breached door closes.
- Locking a zone grants a 4x reward and Medallions to all players in the zone
Scoring / Max VP:
- Objectives: 60/56
- Keeps are worth 12 VPs each, BO's worth 8 each. Total VP for objectives: 56
- In T1, each BO is worth 20 VPs, so the total VP from objectives is 60.
- RvR Kills: 40
- +1 VP every (Faction Tier Population # / 6) kills.
- -1 VP every 30min for both factions
- 50% (72 players in T2) : 50% (72 players in T2)
- Both sides need 66VPs to lock.
- If both sides can hold onto 1 keep and 2 BOs, they each have 28VPs.
- Both sides need to get 12 kills for 1 RvR VP. Both sides will need to continue to get >12 kills every 30min to beat the decay rate.
- 60% (86 players in T2) : 40% (58 players in T2)
- Order needs 71 VPs to lock, Destro needs 61.
- Order will probably hold all of the Objectives, meaning they still need 71 - 56 = 15 VP to lock the zone
- Order needs 14 kills for 1 RvR VP, Destro needs 9. Both sides will need to do better than this to beat the decay rate.
- 30% (43 players in T2) : 70% (101 players in T2)
- Order needs 56 VP to lock, Destro needs 76
- Destro will probably hold all of the Objectives, meaning they still need 76 - 56 = 20 VP to lock the zone
- Order needs 7 kills for 1 RvR VP, Destro needs 16. Both sides will need to do better than this to beat the decay rate.
- Why is a scaling design necessary?
- As the community has seen in recent days, one of the biggest problems that hinders RvR is crossrealming. Forcing RvR to happen in one zone at a time means that is it possible to be forced to fight an overwhelming foe. Regardless of personal opinions or reasons why, once one side starts doing particularly well it becomes more advantageous to join them, rather than trying to beat them. It's simple economics, and crossrealmers are behaving in a rational, if not particularly noble manner. It is impossible for RoR to implement an enforceable and fair system to prevent this.
A capture mechanic that scales with faction population on the other hand, disincentivizes crossrealming seamlessly and smoothly. The more players one side has over the other, the harder it will be for them to lock a zone. If a faction is facing a strong, coordinated enemy, they cannot switch to their side to reap the rewards of a zone flip - doing so will actually push the zone flip further away.
- As the community has seen in recent days, one of the biggest problems that hinders RvR is crossrealming. Forcing RvR to happen in one zone at a time means that is it possible to be forced to fight an overwhelming foe. Regardless of personal opinions or reasons why, once one side starts doing particularly well it becomes more advantageous to join them, rather than trying to beat them. It's simple economics, and crossrealmers are behaving in a rational, if not particularly noble manner. It is impossible for RoR to implement an enforceable and fair system to prevent this.
- Why is AAO not included in this proposal? Wouldn't AAO fix the crossrealming problem on its own?
- This proposal is entirely independent of the presence or lack of AAO. To put it simply: AAO is the carrot used to encourage the underdog realm to put up a fight, or to encourage players in the bloated faction to switch sides for better rewards; this proposal is the stick used to beat the overpopulated side back into an even distribution. You can have both, just one, or neither. I would like to see AAO be implemented alongside this proposal, but this proposal should and will remain independent of AAO, and does not require it. Personally, while I think AAO is a nice and elegant reward for the underdog faction, I do not think it will be enough on its own to prevent major imbalances.