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Countering zerging in T2/3

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flintboth
Posts: 440

Countering zerging in T2/3

Post#141 » Wed Jul 06, 2016 11:22 am

@Original Poster.

So that the fighters of the two Kingdoms have all their chances to win the RvR areas and Castles; It is necessary that whatever the number, the feat is made possible by the RvR mechanical and that the exploit is rewarded.

-The RvR mechanical must make the attack of the gates of the both Castles, from the same zone, possible at the same time; The smartest belligerent should be rewarded and not the Kingdom's who is the most populous or the less populous.

-If Two RvR zone of a same Tier are taken at the same time, the belligerents At the origin of this exceptional fact should receive a reward for their good organization, a reward equivalent to 1 tick + 2 ticks.
But for this we must add a flag with the lord in his keep room.
The bonus tick, 2 ticks, is given only if both flags of two different zones are taken at the same time, 5 seconds offset tolerated.
If the attacker is pushed outside the inner keep, the Lord keeper reappears and after five or ten minutes, the inner doors reappear.

The communication in a big confrontation set must be valued by the RvR mechanics and rewarded and this beyond of the simple map of a Tier.
For all maps of a Tier, for all maps of one of the three factions (faction greenskin, faction Dark Elfs, faction Chaos...) of one of the two kingdoms.
Because regarding Warhammer conflict, the factions have their own progress, T1 Dwarves>>>to the >>> T4 Dwarves, it will good to look for tick in this way, this would give a sense, an dimension in the progression of the conflict for all the Tiers.
For example : lock Greenskin T1 + T2 + T3 give an additinal tick for the T1/T2/T3 players of the Destruction Realm; And why not a super tick if all Greenskin map T1, T2, T3, T4 are locked but that mean a real players Realm coordination and the feat look really hard.

If you want a balanced RvR event we must have in a first time, a balanced PvP.
For one Tier, the difference in level between the players should not be too large, the level difference between the proposed and equipment available for this tier should not be too large, the mounts in this tier must have the same speed, the renown between players accepted for this tier should not have a gap too large or the balance will be broken ...
Currently, the T1, T2, T3 have good balance, for the T4...
Level 35 Renown 6 or 35 for the beginers and level 40 Renown 38 or 50 and soon 60 >> 70 >>> 80 for old players... Where is the balance between players, in gears ? How many points renowm to spend ?
The gold to buy the RvR siege weapons is an other difference between players who play against the good RvR balance.
...
monkey 079 (test failure - escaped)

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