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