I know we have had some discussions regarding wanting people to earn rewards and not switch to empty zones, xrealm, etc which is great. However, as has also been mentioned, there are times when through no fault of your own (or your side) there is simply nobody to fight at certain times of day especially in T2 and T3. There are only a few hours where we really get some good action with a couple WBs against eachother, but outside of that we are usually lucky if either side can manage to get more than like 2-3 parties of people together, let alone both sides. As a result, you're better off just going to T1 or doing PvE to level and gimping your RR.
Thing is, you will have just enough to take a keep, but then nobody shows up to defend or a few do, die, and give up and dont bother coming to defend the next zone. End result - You'll have 40-50 people online in T2 or T3 with 20 from one side doing RvR and none on the other side showing up to defend.
What I would like to suggest, if possible, is for the system to account for this when considering rewards for locking zones. Basically have it check every so often (maybe 30 minutes) for the total number of players online in a tier, then have 1 of 2 options:
Option 1) If the total number is less than X (maybe 40 or 50?) scale the rewards for locking as if there was a defense. The reason for this is that once we hit that low of a number, it pretty much turns into only 1 side RvRing. There is nobody to kill, no defense happening, and it is EXTREMELY slow to progress in RvR due to not being on during primetime.
Option 2) Compare total number of players logged in on each side vs number that have been participating in RvR, and scale lock rewards based on the percentage of active RvR players. If we have 30 players online on both sides but Order has 20 doing RvR and Destro has 0 participating in RvR then clearly its not a case of avoiding a fight for the Order taking the keeps, there simply is nobody to fight. They shouldn't be penalized because nobody showed up to fight. If the enemy has near 0% doing RvR the lock rewards should be scaled up, but as the number increases scale the rewards down since that means there ARE people to fight.
I get that this seems a bit "unfair" by basically rewarding people more for less work (RvDoor), however there just is no work to be done, but we still need to progress and we can't help that it is not primetime. There needs to be something at least temporarily to supplement the lack of players in the middle tiers for the majority of the day until the server has the population to support active RvR most of the time. I think one of the options above would help to offset rewards for those who RvR during off-peak hours when there is nobody around to fight, then allow things to go back to normal as the population increases later in the day.
Suggestion for RvR rewards
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Re: Suggestion for RvR rewards
Yep, this always happens and nothing that currently exists will really will help. That said there has been some very good defenses lately, due to the Keep Lords added difficulty.warkaiser wrote:
Thing is, you will have just enough to take a keep, but then nobody shows up to defend or a few do, die, and give up and dont bother coming to defend the next zone. End result - You'll have 40-50 people online in T2 or T3 with 20 from one side doing RvR and none on the other side showing up to defend.
On the very slow times - of RvR, I think the current system would like to discourage keep taking until your Realm fields around 1.5-2 wb's. For other times than that the BO's are Open to capture, as long as any realm can take a BO, the other Realm can try to stop them - all worth renowns.
My suggestion currently would be to:
1) increase the gains at Objectives for 're-capture' situation's (one realm is capping but the other realm stopped it).
2) add some sort of 'power' items for keep defenses, Keep Lord can AOE resurrect (remember players more important here), Champions get AOE heals for players. (all these things could be scaled if needed).
Eventually there could be some sort of pseudo keep ranking system.. Which keeps adding more elements to play with for players defending as well as attacking. Magic repellent, Moral drain... etc.

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