Azarael wrote:Have you really missed all the discussions in which I say that something like this is what we are planning?
I mean, I was under the impression that everyone knew at this point. Do people still not know?
I'm waiting on a UI, the end of crossrealming and some means of moving the siege weapons that don't have wheels. Then it's go time.
I know that the current system is temporary but I have not seen anything on what the new system will be. My post was simply a reminder that whatever the new system is, one focus of it should be to provide more opportunity to fight in the lakes away from keeps.
On a separate topic, if you develop a way to stop cross-realming, it would be cool to have "world boss" style mobs spawn in the rvr lakes. It would be a way to keep the stronger side engaged in doing something interesting and rewarding if the weaker side was unable to put up much of fight when contesting the zone. At the same time ,the weaker side could try to disrupt the fight, and so it would hopefully lead to more rvr.
The boss would be a "lord" level mob like the lotd world boss or the lord level bosses that spawned for some of the live events. The boss should have a fair amount of aoe damage along with one-shot ranged single target kills. This would help thin the attacking side and give the opposition a chance to steal in and get some kills to disrupt the fight. The fight would be on a timer so that the weaker side would have a chance to prevent the stronger side from killing the boss and getting the loot reward. The boss could spawn when one side is the first to reach a preset level of resources in a zone while, at th esame time, controlling all 4 BOs. The spawn would have a cooldown of a few hours across all of tier 4 to stop people from zone hopping to try to trigger spawns in alternate zones simultaneously or in quick succession.
Of course, this idea is similar to the world boss in lotd and the skaven dungeon instances in the 2010-2013 version of rvr. The difference between those ideas and this one is that those "contested" boss fights took toons out of the contested rvr zones, which resulted in less rvr. By having the boss spawn in the contested rvr zone, this idea aims to have more toons entering the zone and taking part in rvr.
The main problem with this idea is that it, once again, encourages zerging, which encourages cross-realming. That's why the cross-realming problem would need to be dealt with before you could introduce this type of system.