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RvR Exp:Inf ratio

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shaggyboomboom
Posts: 1230

RvR Exp:Inf ratio

Post#1 » Thu Feb 04, 2016 3:15 pm

The exp gain from BOs and taking keep is too high. Perphaps we could get a lower reward for taking BOs (1000xp instead of 6000xp w/ the rested bonus) and make xp scale with the amount of defenders like Inf does.

/discuss
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Azarael
Posts: 5332

Re: RvR Exp:Inf ratio

Post#2 » Thu Feb 04, 2016 3:17 pm

Imo, BO rewards should be subject to both AAO and reverse AAO and also scale depending on the number of players in the RvR zone.

I was going to do a rework a while back which would have the zone track activity within and scale rewards based on that, with leniency if the enemy team decided they would abandon the zone (so you'd keep rewards based on the enemy team's commitment to the zone within say 15 minutes of the present time).

But... yeah.

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shaggyboomboom
Posts: 1230

Re: RvR Exp:Inf ratio

Post#3 » Thu Feb 04, 2016 3:27 pm

Azarael wrote:Imo, BO rewards should be subject to both AAO and reverse AAO and also scale depending on the number of players in the RvR zone.

I was going to do a rework a while back which would have the zone track activity within and scale rewards based on that, with leniency if the enemy team decided they would abandon the zone (so you'd keep rewards based on the enemy team's commitment to the zone within say 15 minutes of the present time).

But... yeah.
Maybe we could get the Rested Bonus nerfed, cause I can have it on for hours.
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bwdaWAR
Posts: 309

Re: RvR Exp:Inf ratio

Post#4 » Thu Feb 04, 2016 4:00 pm

Do you even get rested XP bonus for the BO captures? I mean the flag itself, not killing the NPCs which is simply kill XP and so boosted.

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mursie
Posts: 674

Re: RvR Exp:Inf ratio

Post#5 » Thu Feb 04, 2016 4:01 pm

Azarael wrote:Imo, BO rewards should be subject to both AAO and reverse AAO and also scale depending on the number of players in the RvR zone.
I think the flaw is that this approach would never actually initialize rvr to occur. For example:

Destro has all BO's in empire. The incentive to capture BO's for influence/rewards could push order to go and try to recap..but if reverse aao were implemented it would only be an incentive if destro were actively in zone. Destro doesn't need to be in zone since they have everything already captured. Thus, no destro in zone because they own it all... and no order in zone because it's reverse aao if they go into zone and get basically 0 rewards for taking.

Especially during NA times...there needs to be something to motivate rvr and get the ball rolling. the reason rvr is dead during NA is because small guilds that would defend with AAO have no opportunity to do so because the larger rvr guilds aren't even participating in rvr since the rewards are so pathetic. If you were to implement reverse AAO...that lack of incentive would only further increase and never get the ball rolling.

Do you disagree?

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zabis
Posts: 1215

Re: RvR Exp:Inf ratio

Post#6 » Thu Feb 04, 2016 4:01 pm

Oh, and can we also start going to school on Christmas?
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shaggyboomboom
Posts: 1230

Re: RvR Exp:Inf ratio

Post#7 » Thu Feb 04, 2016 4:02 pm

bwdaWAR wrote:Do you even get rested XP bonus for the BO captures? I mean the flag itself, not killing the NPCs which is simply kill XP and so boosted.
I think Rested doubles all XP gain.
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Shtrober
Posts: 5

Re: RvR Exp:Inf ratio

Post#8 » Thu Feb 04, 2016 4:23 pm

Impossible to get all influence in all tier 1 zones before you level up to 12. Too much exp from BO's. Please, reduce experience, or increase influence from BO from 50 to 150-200.
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Azarael
Posts: 5332

Re: RvR Exp:Inf ratio

Post#9 » Thu Feb 04, 2016 4:33 pm

mursie wrote:
Azarael wrote:Imo, BO rewards should be subject to both AAO and reverse AAO and also scale depending on the number of players in the RvR zone.
I think the flaw is that this approach would never actually initialize rvr to occur. For example:

Destro has all BO's in empire. The incentive to capture BO's for influence/rewards could push order to go and try to recap..but if reverse aao were implemented it would only be an incentive if destro were actively in zone. Destro doesn't need to be in zone since they have everything already captured. Thus, no destro in zone because they own it all... and no order in zone because it's reverse aao if they go into zone and get basically 0 rewards for taking.

Especially during NA times...there needs to be something to motivate rvr and get the ball rolling. the reason rvr is dead during NA is because small guilds that would defend with AAO have no opportunity to do so because the larger rvr guilds aren't even participating in rvr since the rewards are so pathetic. If you were to implement reverse AAO...that lack of incentive would only further increase and never get the ball rolling.

Do you disagree?
Absolutely right. This is why the original proposition also included a "Pioneer" phase for low pop, in which rewards for kills within the zone would be significantly greater than normal.

Sizer
Posts: 216

Re: RvR Exp:Inf ratio

Post#10 » Thu Feb 04, 2016 11:34 pm

mursie wrote:
Azarael wrote:Imo, BO rewards should be subject to both AAO and reverse AAO and also scale depending on the number of players in the RvR zone.
I think the flaw is that this approach would never actually initialize rvr to occur. For example:

Destro has all BO's in empire. The incentive to capture BO's for influence/rewards could push order to go and try to recap..but if reverse aao were implemented it would only be an incentive if destro were actively in zone. Destro doesn't need to be in zone since they have everything already captured. Thus, no destro in zone because they own it all... and no order in zone because it's reverse aao if they go into zone and get basically 0 rewards for taking.

Especially during NA times...there needs to be something to motivate rvr and get the ball rolling. the reason rvr is dead during NA is because small guilds that would defend with AAO have no opportunity to do so because the larger rvr guilds aren't even participating in rvr since the rewards are so pathetic. If you were to implement reverse AAO...that lack of incentive would only further increase and never get the ball rolling.

Do you disagree?
What if it included something as simple (simple to consider, might not be simple to code) as a minimum number of players before "reverse aao" kicks in. Ie if 20 people are taking bos, they get rewards similar to what you get now. But if 100 are taking them, rewards go down to almost nothing (assuming zero defenders in each situation).

Likewise if keeps work that way it might give a bit more incentive for a single warband during NA primetime to take empty keeps, but it wont give the 150 man zerg in EU time the same rewards unless there are defenders. Yes you would be rewarding people for zerging empty objectives (as long as its a small zerg), which is bad, but as mursie stated there has to be some way to get the ball rolling and get people out into the lakes.
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