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The RvR thread

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Mez
Posts: 730

The RvR thread

Post#1 » Fri Mar 11, 2016 5:24 am

Suggestions are not to include features the game intends to implement at later dates MOST LIKELY. I.e. Fixing posterns, oil, rams, relics etc. They must also be reasonably possible, so no 3rd faction suggestions etc.

Idea #1 3rd faction. Not a 3rd army, but make skaven available if enough players are in RvR. In live skaven were not independently paired. I suggest the ability to spawn as a skaven soldier by ANY REALM member if the RvR lake contains more than 40 players. The population cap to be maxxed at 1/3 of total population in the RvR lake. In theory this will draw players away from the bigger realm and make RvRvR possible which is a balance solution in some cases. Skaven troops always have a standard 400 AAO buff.

#2 Add terrain items that block the 2nd ramp. The old keeps may not be available to the developers, but walls and other junk are. I.e. The new mazes. If possible, at least give it a try.

#3 Add AAO for BO caps. I think currently it's only for PvP kills. It should work for ninja taking BO's as well.

#4 Add passive run defensive tick. I never liked that you had to wait around for a door to repair to receive a reward for defending. The old passive defense ticks were great and gave added incentive for fight.

#5 Add zeppelin crates to the lakes. The live event leading up to the land of the dead release put crates in the middle of all the lakes which players had to loot for parts. There was also rewards inside. I would reward things like soldier medallions, potions and rare chances at epic gear (i.e. a nice tallsman) I found lots of PvP creation in the lakes with things like this, as there are no crafting mats or gathering nodes to fight over.

#6 Add gathering nodes in RvR. Don't be fancy about. Make it as simple as a chest if you want. But include nice crafting materials. Scatter them along the outskirts and inside the lakes. Make them random spawn points.

#7 Spawn world bosses in the lakes both realms can attack. The big demon in chaos wastes was a great live event that caused many meaningful PvP memories. RoR did this in Tier 1 with the Unicorn bosses. It's time to bring this stuff back. This suggestion may be broken down as simple as hire a community director with the power to implement things like this. The game needs it.

#8 White Stag. Chasing this stupid mob all over dragonwake was a lot of fun, and increased PvP.

#9 Sappers. Once a keep outer gate is down, a sapper will run a course to the enemy keep and drop a bomb on the inner gate, increasing rewards by 20% each time, but also doing 10% damage to the gate. This could possibly slow down a doorhammer fight for the hope for upgraded and increased rewards. But it will have to be protected and escorted. If the zerg splits up, either side may be vulnerable.

#10 Drake defense. If a realm farms too many keeps in a row too fast, a massive golden wrymlings or drakes spawn in a keep (enemy players spawn as the drakes and control them.) And will protect the keep with a 30 minute buff. If a drake is killed, or is in-active, another enemy player spawns as a drake. There will be 3 drakes in total. They drop no gear, player picked at random from RvR. The drake defense is timed to reward zerging side to try and escort sappers and take the longer wait on keep takes.

Okay maybe I broke my own rules with #10. But I think I think unique mechanics of controling mobs should somehow assist in the mechanics in RvR. There's a lot of things to be done that is something people have never seen before and would be memorable.

There are a lot of other smaller ideas. I think the goal should be to get the pairing timer locks removed from RvR and begin adding other incentives and ideas to RvR that don't include ideas such as penalties, buffs, or rewards that don't work. The active RvR player is an inspired one.
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

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Gachimuchi
Posts: 525

Re: The RvR thread

Post#2 » Fri Mar 11, 2016 7:44 am

The whole gathering in RvR lakes is a great idea I think. Holdouts in LoTD when control flipped and one side was already farming lizards come to mind. They were always interesting fights(unless a rr90+ came along...) due to the desirability of the resource.
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Toldavf
Posts: 1586

Re: The RvR thread

Post#3 » Fri Mar 11, 2016 8:24 am

I would say about point 2 that the 2nd ramp was added because choke points are to easy to defend the single ramp made keep defence even more easy mode then it is atm.
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Razid1987
Posts: 1295

Re: The RvR thread

Post#4 » Fri Mar 11, 2016 9:14 am

Toldavf wrote:I would say about point 2 that the 2nd ramp was added because choke points are to easy to defend the single ramp made keep defence even more easy mode then it is atm.
Sure, but that was the small ramp. What if you block off the small ramp and keep the broad one? That would be pretty hard to to block off with tanks. Would take like +10 tanks.

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Toldavf
Posts: 1586

Re: The RvR thread

Post#5 » Fri Mar 11, 2016 10:25 am

Razid1987 wrote:
Toldavf wrote:I would say about point 2 that the 2nd ramp was added because choke points are to easy to defend the single ramp made keep defence even more easy mode then it is atm.
Sure, but that was the small ramp. What if you block off the small ramp and keep the broad one? That would be pretty hard to to block off with tanks. Would take like +10 tanks.
It's not really the blocking that will hurt more the complete focus of aoe that will make things impossible for some keeps this puts all the attackers in one place with multiple angles for the defenders to attack from its a bombers paradise.
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Tklees
Posts: 675

Re: The RvR thread

Post#6 » Fri Mar 11, 2016 1:00 pm

Toldavf wrote:
Razid1987 wrote:
Toldavf wrote:I would say about point 2 that the 2nd ramp was added because choke points are to easy to defend the single ramp made keep defence even more easy mode then it is atm.
Sure, but that was the small ramp. What if you block off the small ramp and keep the broad one? That would be pretty hard to to block off with tanks. Would take like +10 tanks.
It's not really the blocking that will hurt more the complete focus of aoe that will make things impossible for some keeps this puts all the attackers in one place with multiple angles for the defenders to attack from its a bombers paradise.
You mean a "keep", a strong, defenable, and advantaged base, should be easy to take? If a keep is being attacked it's due to less or weaker players on the opposing realm. So yes, choke points to force a larger force go compress make sense
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Mez
Posts: 730

Re: The RvR thread

Post#7 » Fri Mar 11, 2016 7:48 pm

Toldavf wrote:I would say about point 2 that the 2nd ramp was added because choke points are to easy to defend the single ramp made keep defence even more easy mode then it is atm.
With a 2nd ramp, the lords room always falls. Which scenario would you prefer.
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

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zabis
Posts: 1215

Re: The RvR thread

Post#8 » Fri Mar 11, 2016 7:51 pm

Maybe there should be obstacles that could be over come on the 2nd ramp? Or enough obstacles along the outer wall of the 2nd ramp to make it narrower and easier to defend?
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Nameless
Posts: 1459

Re: The RvR thread

Post#9 » Fri Mar 11, 2016 8:12 pm

they still got only one way to enter the keep. so blocking or removing the ramp wont solve anything

p1 is interesting, i also like the idea scavens to be somehow 3rd force at ovr lakes not just monsterplay
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Sizer
Posts: 216

Re: The RvR thread

Post#10 » Fri Mar 11, 2016 8:19 pm

#1 - 3 realms is a big no. I know everyone has magical memories of 3 factions in daoc being perfectly balanced, and maybe it was, but this is a game designed from the ground up with 2 factions, so unless literally everything else is redesigned it wont work.

#2 is also bad, keep stalemates are bad enough in t3, I dont want to see them in t4. If you want to make keeps easier to defend there are better options, from oil to skaven to keep mobs that scale with the # of attackers or whatever. But please god no more chokepoints, if anything id suggest making the inner and outer doors bigger - if this game needs anything its less bombing and less tankwalling

#3 Sounds good at first but I dont like it. The point of bo's is to take them and fight over them to help your realm either defend or attack a zone, not to just ninja them in 400 aao for a big tick while avoiding the other realm. Defense ticks at bo's would work, or maybe even localized aao, but the main source of renown should still be from kills, not objectives.

#4 Definitely, defense ticks need to be more worthwhile

#5, 6, 8 good ideas to create pvp. Only problem i have with #7 is it would be too zergy, those things had too much health for a 6 man to deal with but too little for a wb. More than a hero sounds like too much pve in rvr zones, but who knows, could work.

#9 Id rather just put resource carriers back in game, that system worked decently, though it wasnt perfect. Could work though.

#10 Cocain's a hell of a drug, Might want to look up some help for that.
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