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Madcatmech
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Posts: 91

Re: rvr

Post#11 » Tue Oct 10, 2017 8:52 am

Yaliskah wrote:After the next deployment (next patch) there will be a solidification phase :
-refining rewards and already deployed mechanics.
Any chance you could give a little tease regarding gear rewards in RvR? :D

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Glorian
Posts: 5004

Re: rvr

Post#12 » Tue Oct 10, 2017 9:02 am

From the Roadmap Thread. Not necessarily all done in next patches. As this is the way Yali plans ahead.

On lock, an average of all contribution will be done, giving a value. This value will represent 45% (for example) of your chance to gain a white bag. Now with a little rule of 3, we will be able to know what are your chances to acquire a green bag. Some % are added for a white bag, and some % are removed for blue, purple, and gold. When the roll is starting, it will begin with your chances to earn a gold bag (let say if you have 35% for a white bag, your green chance should be 35%, blue, 25%, purple 15%, gold 5%. Think you have understood the idea). You got a gold bag? hurrah lucky you! End of roll. You don't? let put some bonus in the pot for the next gold bag roll, and lets roll for a purple. And so on. Losing side will roll too, with an additional penalty of course.
So yes, there is still random aspects, but a personalized random. Number of bags won't be limited anymore.
It means basically :
- Roll will have a "personal", meaning, 100% of contributors can have a bag as often as 100% can have nothing.
- The more you will contribute, the higher your chance will be.
- The pot system guarantees that you will receive a gold, purple, blue, green, or white bag eventually. So casuals, you have your chances.
- Changing character/sides in the middle of the campaign will significantly lower your chances of winning anything.

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Hastykrasty
Posts: 115

Re: rvr

Post#13 » Tue Oct 10, 2017 11:21 am

I don't play rvr anymore in these days because of this "hybrid/transitional" system that is really bad. However I have faith in the new developments, they will change the system for good, but we have to be patient...Rome wasn't built in one day
Suffer Not The Eretic To Live

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Akirg
Posts: 7

Re: rvr

Post#14 » Tue Oct 10, 2017 1:52 pm

Hello, my english is bad too but i try :)

Like Hogun, the actual system isn't good because of players who don't play the game.

Before, when you afk on WC you don't gain RP, now, you stay at a BO in t2 you win RP and when you play at some hours, you find group of players sleeping on BO... AFK is more interesting.

Other problem for me is single WE or WH (i imagine) who take point alone and disepear, without guards when po is low, you cann't do anything against this ninja.

my participation :)

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szejoza
Posts: 748

Re: rvr

Post#15 » Tue Oct 10, 2017 2:00 pm

Akirg wrote: Other problem for me is single WE or WH (i imagine) who take point alone and disepear, without guards when po is low, you cann't do anything against this ninja.
And from my point of view this is something interesting, one wh/we can lure opposing side to check the BO therefore spreading their forces, it's actually one of the several ways of dealing with zergs
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Glorian
Posts: 5004

Re: rvr

Post#16 » Tue Oct 10, 2017 2:00 pm

Well WH and WE have one point where they shine. And that is solo ganking. And maybe 6vs6 groups.

And in the recent days killing afkers.

So that is all part of the idea of the class.

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Scrilian
Posts: 1570

Re: rvr

Post#17 » Tue Oct 10, 2017 2:11 pm

Not a fan of the whole interaction between no longer having an interruptible 10sec flag cap/pve guards and a stealth class.
Вальтер Рыжий RU => Gaziraga BW, Valefar WL, Lovejoy
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Hastykrasty
Posts: 115

Re: rvr

Post#18 » Tue Oct 10, 2017 3:44 pm

Well, my main is a WH, and it's totally not funny capping a bo for what? 10rr?
Killing afkers is getting boring, expecially if they are lowbies (which is the majority of them) that give you 1rp and a soldier medallion or a lvl 25 item...
WHs and WEs should play the game as the other classes do, but for obvious design flaws they can't, let's hope this will be fixed.
Suffer Not The Eretic To Live

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biotek
Posts: 56

Re: rvr

Post#19 » Tue Oct 10, 2017 3:47 pm

Haojin wrote:second problem: there is no motivation for people to defend a keep. loser bag is a thing yes, but if you're a casual pug you never get a loser/winner bag anyways. a juicy def tick "might" motivate some people.
Defense ticks were a thing on retail. I'm guessing that's why you brought it up. Sounds like we need them in RoR if they're not already.

szejoza wrote:You can't change people mindset, they will afk, wherever possible if they see they are overwhelmed, and if they can profit from it even by gaining 1 Renown every 6 seconds they will do that.
Indeed. The game has to be designed around the people, however unfortunate that may seem. Cool ideas are great but only game modifications will change how people play.

JoyToy
Posts: 26

Re: rvr

Post#20 » Tue Oct 10, 2017 4:39 pm

I agree that ppl will always choose the easiest way to gain something, and since this is a pvp game, my guess is that we need to encourage ppl to fight because it pays. Just shooting ideas here, but what if after you newly captured a BO you have a renown bonus/improved %chance of getting conq for killing people that lasts only a certain amount of time. I guess this would encourage ppl to capture BOs while encouraging ppl to look for a fight instead of staying AFK.

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