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Ultimate Discussion About Current RvR

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VonEpic
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Re: Ultimate Discussion About Current RvR

Post#11 » Mon Jan 29, 2018 6:07 pm

Nioan wrote: RvR isn't about fighting players. RvR isn't a deathmatch scene people farm each other.

RvR is all about capturing capital, period.
Well, since capitals aren't actually sackable (yet) and it's basically objective oriented mass PvP, it IS about fighting players and outmaneuvering them as a team.
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Hastykrasty
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Re: Ultimate Discussion About Current RvR

Post#12 » Mon Jan 29, 2018 6:08 pm

I believe that once fortress and cities will be in-game there will be more will to fight for each zone. To avoid possible "retreat" by the losing side (underdog) and to skip to city defence (better rewards there), if you add a low realm-wide debuff of -5% rr and exp gain for a day, of course if the defenders' capital got pillaged. It will "inspire" people to react and defend each palm or their beloved land, thus "instilling realmpride".

Or it will simply increase the salt factory... Salt for the Salt God!!!
Suffer Not The Eretic To Live

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Germane
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Re: Ultimate Discussion About Current RvR

Post#13 » Mon Jan 29, 2018 6:27 pm

Simply bring back the RVR System from Live. That‘s it.
„Wir Deutschen fürchten Gott, aber sonst nichts in der Welt ...“
„Und diese Gottesfurcht ist es schon, die uns den Frieden lieben und pflegen lässt.“

Bismarck

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peterthepan3
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Re: Ultimate Discussion About Current RvR

Post#14 » Mon Jan 29, 2018 6:32 pm

Nioan wrote:
RvR isn't about fighting players.

For those of us who play the game for PvP, it is. The rest is secondary (yet still important, don't get me wrong).
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Aurandilaz
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Re: Ultimate Discussion About Current RvR

Post#15 » Mon Jan 29, 2018 6:43 pm

Zones used to be about winning enemy keeps in order to "win".

Now its... ???
Farm enemies, get some renown and white bags. Doesn't really matter if you fought a lot or little at keep areas, or whether you won or lost. Doesn't matter much if it was a draw, or lost zone, or a won zone.

Obviously it is now easier in general, no more 24h KV fights where people ragequit in cycles, and in general bag gaining is easier for the masses, but IMO it just feels that the campaign somehow became "cheaper" in general.

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Telen
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Re: Ultimate Discussion About Current RvR

Post#16 » Mon Jan 29, 2018 6:54 pm

Scs are about fighting players first and foremost. Rvr is meant to reward playing the realm war.
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Nefarian78
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Re: Ultimate Discussion About Current RvR

Post#17 » Mon Jan 29, 2018 10:51 pm

Nioan wrote: -No AoE Cannons, No warcamp buffs : Making pvp more free will create more interesting combats imho, i'd say even pve areas people should be flagged.
What's the point of removing AoE cannons? Siege equipment is part of RvR, it always has. Removing them only encourages zergling behaviour. Instead of using a cannon you just blob together with the WB and spam your AoE abilities.
Nioan wrote:Onslaught aka chapter 22 pq's : Should be a RvR zone like Beastlord Lairs. More action, more drama, more blood.
We already have BL lairs, why do you think we need more? Only thing that would come out of it are the complaints from the pve community of the server.
They done stole my character's names. Can't have **** in RoR.

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Danord
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Re: Ultimate Discussion About Current RvR

Post#18 » Mon Jan 29, 2018 10:56 pm

peterthepan3 wrote:
Nioan wrote:
RvR isn't about fighting players.

For those of us who play the game for PvP, it is. The rest is secondary (yet still important, don't get me wrong).
I play for bags :D

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catholicism198
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Re: Ultimate Discussion About Current RvR

Post#19 » Mon Jan 29, 2018 11:18 pm

This thread is nothing but white noise.

Pugs shouldn't be able to take down a keep lord? :roll:
Good luck with that.

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Akilinus
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Re: Ultimate Discussion About Current RvR

Post#20 » Tue Jan 30, 2018 2:53 am

Not having to compete vs the other groups from the same faction to get loot bags is the best upgrade with the new system
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