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[RvR] Encourage Team Play and Zone Locks

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peterthepan3
Posts: 6509

Re: [RvR] Encourage Team Play and Zone Locks

Post#71 » Wed Jan 10, 2018 4:32 pm

Telen wrote:Pugs are getting gear. You know where this will lead. Communism.

Haha, that ain't the issue at all bro :D :D . Everyone should get gear, but pugs shouldn't be getting it at the same rate as those who go all tryhard/minmax. Seems logical to me.
Last edited by peterthepan3 on Wed Jan 10, 2018 4:32 pm, edited 1 time in total.
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Aurandilaz
Posts: 1896

Re: [RvR] Encourage Team Play and Zone Locks

Post#72 » Wed Jan 10, 2018 4:32 pm

Hargrim wrote:So you are top killer and each time you get a white bag?
More or less. Should probably start writing down the ratios, but this week on Monday I had top kills in Shadowlands, a white bag. Top kills (or 2nd best because lost in zone border switches) in Avelorn - a white bag. Top kills in DW, a white bag.
Yesterday, one of the best killers in Avelorn (hard to track with zone transfer Enemy resets), white bag. Top kills in DW, a white bag.

Similar trend throughout November and December. If not at top kills during our WB raids, then I'm 2nd place. And obviously since last hits don't matter, it still means I'm contributing to even more kills throughout the zones.

Despite doing always my best to score high and hit as many people as I can to make the medals rain for our party, I am predominantly scoring White Bags.

Havent tracked exact numbers, but they look something like this over past +2 months:
+60 white Bags
7? Greens
3-4 Blues
2 purples
1 gold

(actually I have on record every WB session over past 4 months, but somewhat not feeling like combing through +200 hours of gameplay footage, the above is close to the mark anyway)

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Hargrim
Former Staff
Posts: 2465

Re: [RvR] Encourage Team Play and Zone Locks

Post#73 » Wed Jan 10, 2018 4:35 pm

It's almost like killing low level characters do not give much contribution or rewards.
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Collateral
Posts: 1494

Re: [RvR] Encourage Team Play and Zone Locks

Post#74 » Wed Jan 10, 2018 4:37 pm

Hargrim wrote:
Collateral wrote:I was thinking more about changing the rvr lakes themselves. By that I mean the bos. There has to be more incentives to capture and hold them. Currently they only rank up your keep, until you can get a ram and siege. That's it, the entire depth of the system.

How about this. Bos give a map-wide buff to the realm that holds it. E.g. armoury in praag, when a realm holds it they get a small buff to their armour, or perhaps they get a small buff to their offensive stats. Graveyard may give you an hp buff etc. You can make race specific buffs for racial pairings, making the maps even more unique. Which in turn can make people plan their strategies. There are so many possibilities, I just don't know what devs are capable of atm.
It's a bonus and it's 'fun' but what exactly does it change in big picture of the RvR? Somebody has to hold the BO and I'm sure that won't be the epix guidz and 6manz.
That's why I think sc bos work wonderfully. When you take them you can focus your effort elsewhere to gain points and win the sc. Sure this leads sometimes to cat and mouse games but I'm not yet sure how you could solve that. When you take a bo in rvr you could increase the time it takes to take them back, and while you are losing the bo you still have the buff (since it's yours). So when you leave the bo it can't just get insta ninjad by some we/wh that popped out making you lose the buff and making your effort to getting the bo worthless.

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Fallenkezef
Posts: 1492

Re: [RvR] Encourage Team Play and Zone Locks

Post#75 » Wed Jan 10, 2018 4:54 pm

Here we go.

Graduated from "everyone should play how I want them to play" to "play the way I want you to or get no shinies."

Can't have those pug peons having gear, they are only fit to give the guild WB's free kills.

I'm sorry mas'er
Alea iacta est

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Fallenkezef
Posts: 1492

Re: [RvR] Encourage Team Play and Zone Locks

Post#76 » Wed Jan 10, 2018 4:57 pm

Suppose it's my fault for having a wife, daughter and full time job and only playing a few hours a night. I should not be allowed end game gear.

I must sell my daugter, dump my wife, quit my job and play 8 hours a day in guild WN's to be worthy of end game gear....
Alea iacta est

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Aurandilaz
Posts: 1896

Re: [RvR] Encourage Team Play and Zone Locks

Post#77 » Wed Jan 10, 2018 4:59 pm

Hargrim wrote:It's almost like killing low level characters do not give much contribution or rewards.
Well could you give us some hints how an organized 24man bomb warband, that too damn often ends up causing enemies to abandon zone, is supposed to play in order to maximize gold bag gains?

Also, we do not discriminate based on levels, anything that moves is a valid target. ;)
(we somewhat try to actually to avoid lowbies based on their low renown drops, but they become collateral dmg when we try aiming for the 40s)

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Hargrim
Former Staff
Posts: 2465

Re: [RvR] Encourage Team Play and Zone Locks

Post#78 » Wed Jan 10, 2018 5:03 pm

Well, my comment just stated the obvious. Howeve I think I will add stats gathering to bag code, so we can have no more of this "I played 100 zones and won 1 gold bag".
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Telen
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Re: [RvR] Encourage Team Play and Zone Locks

Post#79 » Wed Jan 10, 2018 5:04 pm

peterthepan3 wrote: Haha, that ain't the issue at all bro :D :D . Everyone should get gear, but pugs shouldn't be getting it at the same rate as those who go all tryhard/minmax. Seems logical to me.
I get what you wish for, but it wont happen. Ive never seen a game with more than a tiny playerbase yet that wasnt based on the casual mass. If this game was a battle arena then yes. Its a rvr mmo though and if you want 100 player battles its going to require the casuals to make up the majority. Besides gear makes a very minimal difference compared to a good ui, gaming setup and knowing the right addons and how to use them properly. Casuals can group up however they want. They will still get farmed and the more committed players with the better setups and knowledge of the little and big advantages (NB) things can bring.

Really what the game lacks is leaders. Real leaders like my guild had on live, Skly. Committed but relaxed. Competitive but fine with wiping again and again due to the same guy. The leet players just dont have the characteristics to be those type of leaders that will lift up the playerbase and I havent seen more than a handful around like that. Leading in games like this is the hardest thing. Far harder than being in a fotm pre. Thats where players like you that want to elevate yourself should be, but that would require them get out of their cliques and only valuing respect from their own 'kind' and instead respect and value the 'casuals'. I just dont see that type of player in the players that are calling for pugs to get organised though.
Last edited by Telen on Wed Jan 10, 2018 5:08 pm, edited 1 time in total.
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Hargrim
Former Staff
Posts: 2465

Re: [RvR] Encourage Team Play and Zone Locks

Post#80 » Wed Jan 10, 2018 5:06 pm

Fallenkezef wrote:Suppose it's my fault for having a wife, daughter and full time job and only playing a few hours a night. I should not be allowed end game gear.

I must sell my daugter, dump my wife, quit my job and play 8 hours a day in guild WN's to be worthy of end game gear....
Yes.
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