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RVR contribution and how it works

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wargrimnir
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Re: RVR contribution and how it works

Post#11 » Wed Apr 26, 2017 2:11 pm

Sacrx wrote:Developers hate this!

WTS Secret sauce recipe on how to get 1-12 contribution every time. 150g in-game per person, available on both sides msg me.
No refunds for snake oil purchases. :ugeek:
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Krima
Posts: 616

Re: RVR contribution and how it works

Post#12 » Wed Apr 26, 2017 2:22 pm

spend lots of hours in rvr...similiar to korean mmos.
Krima - WE RR 87
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Sacrx
Posts: 17

Re: RVR contribution and how it works

Post#13 » Wed Apr 26, 2017 2:46 pm

wargrimnir wrote:No refunds for snake oil purchases. :ugeek:
Don't fall for his lies & defamation attempts, he is merely afraid of the sauce!.

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Aurandilaz
Posts: 1896

Re: RVR contribution and how it works

Post#14 » Wed Apr 26, 2017 3:21 pm

Just observe what certain 6mans do to get their names up on the top contributor list zone after zone. ;)

(hint, it in involves sharing a lot of kills/dmg/heals within one party)

although I've heard rumours that sacrificing your firstborn to Tzeentch might also work

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th3gatekeeper
Posts: 952

Re: RVR contribution and how it works

Post#15 » Wed Apr 26, 2017 3:55 pm

Conribution definitely needs some "tweaking" not necessarily in HOW you get it, but who gets what...

Right now you have a warband leader who selfishly sets his own group up (in PUG warbands) with the best healers and has his group get supplies, while the entire warband assists yet his group is the only 1 that gets contribution. You also have a system that doesnt necessarily reward "holding" BOs, but rather merely capping them.

This leads to very selfish play where players feel they are fighting against their OWN warband and their OWN faction during RVR rather than fighting the enemy.

This stems from 3 issues.
1) Contribution for actions not being warband wide, but only local and party wide.
2) The contribution bonus to rolls
3) The bag system.


SOLUTION 1) Provide contribution to the entire warband for things the warband does. This incentives warbands over 6 man parties. If 1 person in the warband turns in supplies, everyone should get contribution. If 1 person in the warband defends or caps a BO, the entire warband should get contribution. This encourages warbands to coordinate things zone wide, rather than encouraging local location only/party wide things.

This will give warbands big advantages over 6 mans in RVR (which is how it should be IMO).

I would also remove contribution (or majority of contribution) for merely capping BOs, and allot that contribution towards defending the BO. Something along the lines of "when BOs lock" you get contribution. Also, you should get massive contribution for recapturing a BO during the "pre-lock" timer after an enemy has captured the BO. So the enemy wouldnt get much for merely capping it, only when they lock it, and if you prevent them from locking it (to lock it yourself) you get massive contribution.

SOLUTION 2) The contribution bonus to rolls also pits people against eachother. When you have a warband of 20+ people but the difference between #1 and #10 is several hundred "roll bonus" this also creates too much inner faction/warband/party "competition".
IMO, the roll bonus should be smoothed out more. So the first X # all get the same contribution. The next X # all get the same ETC.

So to give 1 example (not the actual recommendation but merely an illustration).

First 3 places all get +600.
Places 4-6 all get +500.
Places 7-9 all get +400.
Etc.

So if you are in a warband and there from the start or NEAR start, you will likely get a top 10 finish and have nearly just as much chance as getting something. Being down maybe -200 from first place, where as right now if you are 9th or something, you are more like -400+ from 1st place. Making it feel like you stand no chance for a top spot... This (combined with #1) encourages more inner warband camaraderie. I think the "pendulum" has swung too far the other way in now its not enough like "lets work together" and more "how can I squeeze out the most contribution" when the entire PURPOSE should be "lets fight the bad guys".


3) The Bag system. #2 alleviates this SOME, but I still dont see why you HAVE to get gold or purple bags to get RVR stuff... To me, the entire system would be better if it were treated MORE like "SCs" in that everything merely costs # of medallions to get.
Want Subjugator Weapon? Great! It costs 500 Medallions for a 2h.
Want Genesis? Great! Each piece is 300 Medallions. Etc etc.

Then the "bags" merely award a massive allotment of medallions. Maybe Purple gives 100 or something.... Thus each bag still gives you the same "thing" but in smaller amounts. Blue = 50, Greens = 25 or something....

This also allows people to feel good about what they got, because even a green is medallions TOWARDS the goal (whatever that is for that person) versus it being a "1 shot" deal and ALSO makes you feel good about what OTHERS got too.. If your buddy gets purple and gets 100 medallions and you got green and got 25, you BOTH feel good.

When he gets Subjugator weapon and you get some crappy green jewelry youll never use... You feel "robbed" and jealous of his weapon.... You also have people who go in, get Subjugator Weapon after 1 shot, and now dont feel like doing RVR as much because they got their weapon with 1 lucky RVR zone lock.....

People grind SCs and do TONS of them because its a currency grind.
RVR should be akin to this.

Similar to Ruin PQ system. Every bag, allows you to work towards the same end goal. You can perhaps make a Gold bag have a chance to drop specific items (Like Ruin Does) and have Purple and below all just be "currency".

All of these, create the most fun and fair RVR "loot" system that have people playing more and more on multiple accounts without feeling frustrated with the system.
Sulfuras - Knight
Viskag - Chosen
Ashkandi - Swordmaster
Syzzle - Bright Wizard
Curz - Marauder
Andrithil - Blackguard

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Aurandilaz
Posts: 1896

Re: RVR contribution and how it works

Post#16 » Wed Apr 26, 2017 4:09 pm

IMO there is too huge a cap between the SC grind and RvR grind. What is worse, some classes have actually really good SC gear they can earn, whilst the SC gear is somewhat suboptimal for other classes.
When doing SCs, I can expect an average hourly gain of emblems, with doing maybe 5-8 scs per Hour, one can assume half to be won and half to be lost, with emblems gained somewhere between 20-30 on average per hour, sometimes less, sometimes more.
However when doing an 1 hour session of oRvR, your expected earning drops very much, unless you happen to be the best of the best and always find "the" fight and manage to achieve all the deathblows. The currency gain expectations rate per hour drops somewhere to 2-5, rarely more, often less. (assume a lot of kills either divided between 6, or few lucky kills when solo with enemies who give the correct drop)
Heck, if I earned 5 Conq medals per hour day after day, I'd be happy, but it rarely gets that good (maybe I just suck, one can always argue...).
But 25 scenario emblems per hour is pretty common.

Again, this would not be a problem, as SCs are considered just a "mini game", but when your characters SC gear is a mediocre "meh" compared to your RvR gear set, you check what some other char gets from Scs and you are like "wow".

ToXoS
Posts: 671

Re: RVR contribution and how it works

Post#17 » Wed Apr 26, 2017 4:42 pm

Sacrx wrote:Developers hate this!

WTS Secret sauce recipe on how to get 1-12 contribution every time. 150g in-game per person, available on both sides msg me.
Seems legit.

Krima
Posts: 616

Re: RVR contribution and how it works

Post#18 » Wed Apr 26, 2017 4:52 pm

th3gatekeeper wrote: 3) The Bag system. #2 alleviates this SOME, but I still dont see why you HAVE to get gold or purple bags to get RVR stuff... To me, the entire system would be better if it were treated MORE like "SCs" in that everything merely costs # of medallions to get.
Want Subjugator Weapon? Great! It costs 500 Medallions for a 2h.
Want Genesis? Great! Each piece is 300 Medallions. Etc etc.

Then the "bags" merely award a massive allotment of medallions. Maybe Purple gives 100 or something.... Thus each bag still gives you the same "thing" but in smaller amounts. Blue = 50, Greens = 25 or something....

This also allows people to feel good about what they got, because even a green is medallions TOWARDS the goal (whatever that is for that person) versus it being a "1 shot" deal and ALSO makes you feel good about what OTHERS got too.. If your buddy gets purple and gets 100 medallions and you got green and got 25, you BOTH feel good.

When he gets Subjugator weapon and you get some crappy green jewelry youll never use... You feel "robbed" and jealous of his weapon.... You also have people who go in, get Subjugator Weapon after 1 shot, and now dont feel like doing RVR as much because they got their weapon with 1 lucky RVR zone lock.....

People grind SCs and do TONS of them because its a currency grind.
RVR should be akin to this.

Similar to Ruin PQ system. Every bag, allows you to work towards the same end goal. You can perhaps make a Gold bag have a chance to drop specific items (Like Ruin Does) and have Purple and below all just be "currency".

All of these, create the most fun and fair RVR "loot" system that have people playing more and more on multiple accounts without feeling frustrated with the system.
jezzz + 1 !!! someone hire gatekeeper !! oscar for you.
Krima - WE RR 87
Carnage :ugeek:

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th3gatekeeper
Posts: 952

Re: RVR contribution and how it works

Post#19 » Wed Apr 26, 2017 6:48 pm

th3gatekeeper wrote: SOLUTION 1) Provide contribution to the entire warband for things the warband does. This incentives warbands over 6 man parties. If 1 person in the warband turns in supplies, everyone should get contribution. If 1 person in the warband defends or caps a BO, the entire warband should get contribution. This encourages warbands to coordinate things zone wide, rather than encouraging local location only/party wide things.

This will give warbands big advantages over 6 mans in RVR (which is how it should be IMO).

I would also remove contribution (or majority of contribution) for merely capping BOs, and allot that contribution towards defending the BO. Something along the lines of "when BOs lock" you get contribution. Also, you should get massive contribution for recapturing a BO during the "pre-lock" timer after an enemy has captured the BO. So the enemy wouldnt get much for merely capping it, only when they lock it, and if you prevent them from locking it (to lock it yourself) you get massive contribution.
I wanted to add to this, since I thought of 1 objection: AFKers getting contribution.


So Point 1) Warband leaders have the option of kicking and making the party private so AFKers cant just join. Even if kicked and they re-join they will be missing out on SOME contribution thus putting them at the "back" of a 20+ person warband so the chance of them getting anything immediately drops.

Point 2) Modify "Field of Glory" so that it ONLY applies to BOs and Enemy Keep "area" and maybe a conditional on your own keep where it only applies after outer door is down. Then you can have field of glory give a 100% contribution increase. What this does is if there is an AFKer sitting in the warcamp or in the keep, they will NOT get the bonus thus get half the contribution, again putting the entire warband ahead of AFKer.

So again, it would make sense and benefit everyone to actually split up warbands, take multiple BOs and coordinate attacks zone wide because everyone in the warband gets contribution for anything done warband wide.

So there are very easy ways (and already some ways) to prevent AFKers from being able to benefit from this system.

This combined with the modified contribution system (top 3 get X bonus, next 3 get Y bonus) means that unless you do get a decent placement, its VERY likely you wont get a good reward...

Combined with the system of medallions rather than gear rewards for bags (exception being Gold) ALL create a system where people WONT want to AFK in a zone, because it just wont make sense to AFK for a low chance at getting a few medallions... Vs right now its a "low" chance at getting a Genesis or Subjugator item.....

Doing this, will drastically fix RVR.

You can also tailor the currency needed/awarded to be whatever you want! If you want weapons to be hard. Make them cost 1000 for a 2H and 500 for a 1H... If you want cloaks to be easier, make those 300. Genesis pieces can be 250 each or whatever.

Id rather have a currency grind that I can work towards whatever I want, rather than RNG that I get a bag which is then more RNG for the item I want.... Combined with a system where you are a top5 in contribution but roll a 50 and feel "robbed"... in a "currency grind" system, youll still progress TOWARDS your goal.

Side Note: I dont know when this happened but I had a Gustlime Weapon that was re-coded as a "broken" weapon. Essentially the new versions were given I think 30 melee power and the old didnt. You can perform this same thing with all the Subjugator weapons if you want to re-create this system. Rename the current ones "Broken" or "Weakened" and re-create new ones with +20 more melee power or whatever... Boom. Now you have a "soft reset" on the weapons and a need to grind out 500+ of the currency awarded through bags. Win-Win for everyone.
Sulfuras - Knight
Viskag - Chosen
Ashkandi - Swordmaster
Syzzle - Bright Wizard
Curz - Marauder
Andrithil - Blackguard

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Acidic
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Re: RVR contribution and how it works

Post#20 » Wed Apr 26, 2017 7:05 pm

i suspect the contribution has a good deal of RNG as the Devi seem to have taken to RNG when they released the conq stuff.

Probably don't want to explain the black art of contributions as although there is certain actions that are contribution triggering there is no doubt a rng deciding how much of a contribution is given.
Oh well that also could be my bad feelings to the whole way conq is made available , in a land of negativity to the game I used to love before that release :(

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