Improving T4 - My two cents

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mursie
Posts: 674

Improving T4 - My two cents

Post#1 » Fri May 13, 2016 3:50 pm

T4 has been out a few days. Fun to have lvl 40 toons with all abilities. Here are a few concerns:

1. Kill quests no longer have scenario kills counted. If you predominantly play SC's, I'm not sure how you make any money any more to just "break-even" and do the day to day in the game. Kill quests were never a major source of income but over the course of an evening, doing sc's and turning them in, it was a way to cover costs and slowly but surely build some gold to purchase an item or tali here and there. I hope this reinstates.

2. Zerging is the currently incentivized way of business. Since all rvr rewards are now linked to zone capture, zerging is the incentivized course of action for just about everyone. A proposed solution that would solve #2 and help with #1. Make kill quests earn rvr medallions and make them finish twice as fast if kills are made in the rvr lakes. If this existed, I could see organized six mans, 12 mans, and alliance warbands actively looking to enter the lakes and oppose the zerg. The incentive would be rapidly gained kill quests that they can turn in for medallions. Sure - it takes skill because you need organization to combat the horde of zerg...but whereas the zerg will get 5 medallions for taking an empty keep, an organized opposition could kill 10 to 20 players in the lakes and complete an rvr kill quest for medallions. Maybe even somehow have the kill quest counter affected by an AAO buff (not sure if this is possible..but basically as AAO goes up..each kill made in rvr has a higher completion rate on the kill quest that earns rvr medallions).

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Ramasee
Posts: 457

Re: Improving T4 - My two cents

Post#2 » Fri May 13, 2016 3:57 pm

Current RvR is a band-aid as stated when they released T4. They will be changing it over the course of a few months.

I would like a separate kill quest for scenarios though. Slowed down our scenario-based leveling of alts, because we have to grind gold to buy renown items now lol

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Nameless
Posts: 1382

Re: Improving T4 - My two cents

Post#3 » Fri May 13, 2016 4:00 pm

did ppl get contribution from sc kills for 150 kill quest? If not, do u get kills contribution from t4 for lower tiers 150 kills' quests?
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bloodi
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Posts: 1725

Re: Improving T4 - My two cents

Post#4 » Fri May 13, 2016 4:07 pm

Nameless wrote:did ppl get contribution from sc kills for 150 kill quest? If not, do u get kills contribution from t4 for lower tiers 150 kills' quests?
Before the t4 patch every kill anywhere would contribute to all kill quests.

After the t4 patch, each pairing has a 150 kill quest related to it and you cant do them in scs neither you get any credit for the lower tiers kill quests.

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adei
Posts: 272

Re: Improving T4 - My two cents

Post#5 » Fri May 13, 2016 4:44 pm

mursie wrote:A proposed solution that would solve #2 and help with #1. Make kill quests earn rvr medallions and make them finish twice as fast if kills are made in the rvr lakes. If this existed, I could see organized six mans, 12 mans, and alliance warbands actively looking to enter the lakes and oppose the zerg. The incentive would be rapidly gained kill quests that they can turn in for medallions. Sure - it takes skill because you need organization to combat the horde of zerg...but whereas the zerg will get 5 medallions for taking an empty keep, an organized opposition could kill 10 to 20 players in the lakes and complete an rvr kill quest for medallions.
This would only enforce more zerging, there are 6/12 mans that already partake in lots of ORvR and help with both defending and assaulting keeps, BOs etc etc, if you reward the kill quests with medallions it will just cause more people to join onto the zerg for more free loot. Also ( and this applies to all size of groups ) this would most often resort to more smaller groups farming people trying to get from WC - Point A, and if introduced would probably see much more of it. This is no bash, I do it frequently myself as I play in a small group of 3, and if I would get rewarded with even more medallions for killing randoms trying to reach their own small group/wb I would find it rather funny.

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Genisaurus
Former Staff
Posts: 1054

Re: Improving T4 - My two cents

Post#6 » Fri May 13, 2016 4:46 pm

mursie wrote:T4 has been out a few days. Fun to have lvl 40 toons with all abilities. Here are a few concerns:

1. Kill quests no longer have scenario kills counted. If you predominantly play SC's, I'm not sure how you make any money any more to just "break-even" and do the day to day in the game. Kill quests were never a major source of income but over the course of an evening, doing sc's and turning them in, it was a way to cover costs and slowly but surely build some gold to purchase an item or tali here and there. I hope this reinstates.
I mentioned it in the patch notes, but basically kill-quest contribution in scenarios is getting replaced with scenario-participation quests. Every scenario will have a quest-giver inside the SC, and will be turned-in at a central location. These quests will award some experience and money. Unfortunately, I was not able to finish the necessary expansion to the quest system in time, and these will be coming soon. I'll probably get a chance to work on them this weekend.
Mursie wrote:2. Zerging is the currently incentivized way of business. Since all rvr rewards are now linked to zone capture, zerging is the incentivized course of action for just about everyone. A proposed solution that would solve #2 and help with #1. Make kill quests earn rvr medallions and make them finish twice as fast if kills are made in the rvr lakes. If this existed, I could see organized six mans, 12 mans, and alliance warbands actively looking to enter the lakes and oppose the zerg. The incentive would be rapidly gained kill quests that they can turn in for medallions. Sure - it takes skill because you need organization to combat the horde of zerg...but whereas the zerg will get 5 medallions for taking an empty keep, an organized opposition could kill 10 to 20 players in the lakes and complete an rvr kill quest for medallions. Maybe even somehow have the kill quest counter affected by an AAO buff (not sure if this is possible..but basically as AAO goes up..each kill made in rvr has a higher completion rate on the kill quest that earns rvr medallions).
There are so many issues with the state of T4 RvR that it's not even funny anymore. I spent days hunting down a bug with pairing locks/unlocks that only shows up on live, and then find out that it's moot because keeps are way too easy to take, siege weapons are broken/unavailable, and nobody is bothering to defend. I thought launching with all three pairings open and punishing the loss of territory would split up the zerg, but instead players are electing to just zerg in areas where there is no enemy, and ignore the punishment because the pairings will all eventually reset. I'm tempted to take away medallions every time you lose a keep, but I like my limbs in their current not-nailed-to-a-post status.

So instead I'm locking down the pairings so that there's only one open at a time, and taking away rewards for easymode **** like empty keeps. "Wah wah my roaming 6-man", I know. Just like when T2 was finished, leaving more than one zone open at a time means that the majority just ends up playing merry-go-round with their locks. Then I'm going to call this mess quits and start working on other things.

bloodi
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Posts: 1725

Re: Improving T4 - My two cents

Post#7 » Fri May 13, 2016 4:57 pm

Genisaurus wrote:So instead I'm locking down the pairings so that there's only one open at a time, and taking away rewards for easymode **** like empty keeps. "Wah wah my roaming 6-man", I know. Just like when T2 was finished, leaving more than one zone open at a time means that the majority just ends up playing merry-go-round with their locks. Then I'm going to call this mess quits and start working on other things.
People avoid fights because its the easiest way to get geared.

Make get geared easy and people will go fight once they are geared.

People who only play to get geared will stop playing anyway once they get that gear, why cant we never try an approach where the only way to get geared is fights and that gear comes easy promoting the usage of alts?

I mean, right now with just being anni, it would be the perfect point to try such a thing, giving away something conqueror or invader easy would be more problematic.

So let all pairings open, remove anni from gold bags and give medallions from kill quests, reduce the amount needed to get such gear and promote alt usage.

I will never understand your approach of making gear your carrot on a stick so people have to find ways to cheese your system, when there is no need to cheese it to obtain gear, the cheese will not much of an issue imo.

Make fighting the mean, instead of the end and you will have fights, stop woirrying about people getting full gear fast, who cares.

Edit: Hell, you can even directly modify the kill quest and put a ridiculous kill amount, 1500 kills for the helmet in Elf pairing, 1500 kills for the chest in the Empire vs chaos and 1500 for the shoulders in the Greenskins vs dwarf. Its nammed annihilator after all.

Ravai
Posts: 99

Re: Improving T4 - My two cents

Post#8 » Fri May 13, 2016 5:45 pm

bloodi wrote: Edit: Hell, you can even directly modify the kill quest and put a ridiculous kill amount, 1500 kills for the helmet in Elf pairing, 1500 kills for the chest in the Empire vs chaos and 1500 for the shoulders in the Greenskins vs dwarf. Its nammed annihilator after all.
This is actually a really good idea. People would then be forced to find fights instead of avoiding them taking empty keeps/zones. gets my vote!
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Shadowgurke
Posts: 618

Re: Improving T4 - My two cents

Post#9 » Fri May 13, 2016 5:50 pm

Genisaurus wrote: So instead I'm locking down the pairings so that there's only one open at a time, and taking away rewards for easymode **** like empty keeps. "Wah wah my roaming 6-man", I know. Just like when T2 was finished, leaving more than one zone open at a time means that the majority just ends up playing merry-go-round with their locks. Then I'm going to call this mess quits and start working on other things.
But this would be a temporary solution only, correct?
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Ramasee
Posts: 457

Re: Improving T4 - My two cents

Post#10 » Fri May 13, 2016 6:21 pm

Genisaurus wrote: ...I thought launching with all three pairings open and punishing the loss of territory would split up the zerg, but instead players are electing to just zerg in areas where there is no enemy, and ignore the punishment because the pairings will all eventually reset. I'm tempted to take away medallions every time you lose a keep, but I like my limbs in their current not-nailed-to-a-post status.

So instead I'm locking down the pairings so that there's only one open at a time, and taking away rewards for easymode **** like empty keeps..., leaving more than one zone open at a time means that the majority just ends up playing merry-go-round with their locks...
You can always only semi-force population balance by not letting more of one side in the RvR lakes if the imbalance is greater than like 20. Of course, that would probably cause at least half your limbs to be nailed to the post by some. ;)

Trying to figure out what a mob of people will do when alter the conditions can be difficult sometimes. I thank you for your efforts in trying and I will gladly toss you tons of ideas, some well thought out and others off the handle if you would like lol.

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