RVR - Reduction in Zone Timers

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Gerv
Banned
Posts: 811

Re: RVR - Reduction in Zone Timers

Post#11 » Thu Dec 28, 2017 11:10 pm

Yaliskah wrote:The major issue i see is this one ( and i experience it these last days ) :

Why trying to take a keep or trying to reach rank 5 if i just have to wait for a random lock ?
I believe taking a keep, successfully, shortens the time spent in a zone and increases the chance of greater rewards through bags and generated bonus loot for subsequent rolls. However, there are a limitations to the capacity for a successful keep siege currently, excluding population, one key mechanic point is:

1. Defenders being able to sally forth from the doors whilst the door(s) are above 50%. This enables tanks and players to rapidly pop in and out of the doors and disrupt the placement of the ram through a combination of AoE Knock back and pure damage to the ram. These actions often prevent placement and result in the ram being swiftly destroyed.

2. Other points that can't be addressed as they are realm issues include: herding cats (pugs), relying on others to bring appropriate siege, replying on others to not waste said siege ammunition, replying on others (especially tanks) to fill the ram and finally relying on others to not afk at the keep and get killed easily.
Sia - DoK - Lords
Boyd - WP - O.S.

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Egoish
Posts: 149

Re: RVR - Reduction in Zone Timers

Post#12 » Fri Dec 29, 2017 9:00 am

I think most of those pros could be achieved by removing the zone timer all together so there are no forced locks.

People would need to organise more to have a successful zone lock
The zerg would not be an effective method of achieving anything
People would be encouraged to try keep sieges as it would be how they get their bags
You can take breaks whenever you want as the zone is infinate until locked

I don't neccessarily think this should happen but the only thing which will stop zerg fights is the overall player quality improving overnight, giving out more drawn locks will just provide more bags.

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Combi
Posts: 123

Re: RVR - Reduction in Zone Timers

Post#13 » Fri Dec 29, 2017 9:25 am

Yaliskah wrote:The major issue i see is this one ( and i experience it these last days ) :

Why trying to take a keep or trying to reach rank 5 if i just have to wait for a random lock ?
Because random lock reward is bad.
xrealmer

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Fallenkezef
Posts: 1492

Re: RVR - Reduction in Zone Timers

Post#14 » Fri Dec 29, 2017 10:09 am

Reduce draw time but have no rewards for a draw
Alea iacta est

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Bozzax
Posts: 2650

Re: RVR - Reduction in Zone Timers

Post#15 » Fri Dec 29, 2017 10:19 am

Remove draw timers since they are just leech rewards.

Instead increase the rewards when it is sluggish after 240, 360, 480 mins for the side that locks it (puts in the effort).

A visible player buff that stacks and ramp up every 120mins (in lake) would be a great way (if there is something in the client that can be used).
Spoiler:
Entry: 14664
Ability Name: Enhanced Glory I
Increases renown gained by 5%.
Will only affect a maximum of 36 players.

Entry: 14665
Ability Name: Enhanced Glory II
Increases renown gained by 10%.
Will only affect a maximum of 36 players.

Entry: 14666
Ability Name: Enhanced Glory III
Increases renown gained by 15%.
Will only affect a maximum of 36 players.

Or something ...
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Arbich
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Posts: 788

Re: RVR - Reduction in Zone Timers

Post#16 » Fri Dec 29, 2017 11:53 am

The actual implementation of lock-timers encourage leeching, but it also makes endless stalements (no more Kadrin Valley for days^^^) impossible. Is a more dynamic lock-timer-system possible? Increase the lock-timers to 6 hours, but if the inner doors get attacked the remaining time will be halved (up to a minimum of 60-90min). This way there would be still no endless stalements and efforts to lock the zone will be rewarded.
Arbich-BW/Xanthippe-WP/Schnipsel-AM

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Bozzax
Posts: 2650

Re: RVR - Reduction in Zone Timers

Post#17 » Fri Dec 29, 2017 12:20 pm

If rewards are getting better and bettet there will be no endless stalemate (greed solves it)

Faster draws (reduced timers) just gives even more draws and less effort as ppl are lazy as f....and love afking

Removing rewards for a draw simply makes harder zones a waste of time.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Hardkoar
Suspended
Posts: 242

Re: RVR - Reduction in Zone Timers

Post#18 » Fri Dec 29, 2017 1:35 pm

I disagree with the timers being too long. Is it boring to pewpew back and forth for 4 hours?
I bet it is, hell I'd kill myself after 5 minutes but I do not take part in that brainless activity, try roam solo or in a small group of friends and enjoy 1vX or 6vX , jumping from 1 keep/zone to another only achieves RRenown and easy gear progression , it has nothing to do with pvp.

If the argument is towards the fact that you are required to be online when the zone locks to get the tick and people have RL / Can't stay for 4 hours than it is an entire different matter.
To which you should suggest to get a tick even if you are logged out (just like you get the bag) sized to your participation from when you were online.

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Gerv
Banned
Posts: 811

Re: RVR - Reduction in Zone Timers

Post#19 » Fri Dec 29, 2017 11:28 pm

Draw timers are critical because pugs won't organise themselves, we see this time and time again, lack of cannons at siege, poor ram positioning, wasting siege ammo. The guilds that conduct warbands are at this point in time all geared. There is little motivation for them because there is no campaign, nothing to gain from pushing zones that cant be rewarded from pure fighting.
Sia - DoK - Lords
Boyd - WP - O.S.

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Hargrim
Former Staff
Posts: 2465

Re: RVR - Reduction in Zone Timers

Post#20 » Sat Dec 30, 2017 2:02 pm

Hardkoar wrote:I disagree with the timers being too long. Is it boring to pewpew back and forth for 4 hours?
I bet it is, hell I'd kill myself after 5 minutes but I do not take part in that brainless activity, try roam solo or in a small group of friends and enjoy 1vX or 6vX , jumping from 1 keep/zone to another only achieves RRenown and easy gear progression , it has nothing to do with pvp.

If the argument is towards the fact that you are required to be online when the zone locks to get the tick and people have RL / Can't stay for 4 hours than it is an entire different matter.
To which you should suggest to get a tick even if you are logged out (just like you get the bag) sized to your participation from when you were online.
But you already get offline rewards...?
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