How about something like that? Though i guess it might be hard to code...
Zone x open
Zone y open
If zone x [forces a] = [forces b] = normal rewards
If zone y [forces a] = [forces b] = normal rewards
If zone x [forces a] > [forces b] = rewards for side with greater numbers decreased by % so every 20/40 aao or any given number decrease number of gold bags and thus makes zerg facerolling pointless. also in that case lower rr for capping keep /zone so people look for different places to earn stuff/rr.
If zone y [forces a] = [forces b] + zone x is zerg faceroll fest = zone y rewards better for some % and more gold bags to encourage people to come there.
[ORVR] Brainstorming/Suggestions
Re: [ORVR] Brainstorming/Suggestions
SM 82 / IB 82 / KOTBS 82 / WL 82 / WP 72 / SW 75
CH 77 / BG 6X / BO 6X / WE 6X / MAG 6X ...and others.
CH 77 / BG 6X / BO 6X / WE 6X / MAG 6X ...and others.
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Re: [ORVR] Brainstorming/Suggestions
T2 no grouping allowed. (solo, smallscale)
T3-4 Raidcontent, normal grouping, WBs
T2 contribute to T3-4 zones to lock and will gain the bonus if T3-4 zones lock.
XP/RP bonus to the side that controlls most zones in all areas. T2-T4 (so people ant to lock more zones).
Negative RP/XP if zone X has Y players, so players are forced to move to another zone.
Random spawned crates that contribute to zone lock and gives XP/RP.
I think the easiest way to split people up are to make different rulesets.
T3-4 Raidcontent, normal grouping, WBs
T2 contribute to T3-4 zones to lock and will gain the bonus if T3-4 zones lock.
XP/RP bonus to the side that controlls most zones in all areas. T2-T4 (so people ant to lock more zones).
Negative RP/XP if zone X has Y players, so players are forced to move to another zone.
Random spawned crates that contribute to zone lock and gives XP/RP.
I think the easiest way to split people up are to make different rulesets.




Re: [ORVR] Brainstorming/Suggestions
Like thiszaauk wrote: Wed Dec 05, 2018 2:05 pm T2 no grouping allowed. (solo, smallscale)
T3-4 Raidcontent, normal grouping, WBs

Re: [ORVR] Brainstorming/Suggestions
Ok, here we go..
Some ideas here I have posted in other threads previously;
Biggest concerns in RvR right now from my perspective;
(in no particular order)
2) Keep Lord and Keep Capture - I think that Keep lord is still too much PVE. Keep Lord aggro is a great candidate for removal / revamp. In it's place will be means given to defending realm to extend/prolong a capture situation by giving those players tools to do so.
Players need real ability to make themselves useful in the extremes of pop imbalances. Times when 5 players are able to arrive at keep vs 24-48 defenders. Right now all you can do is jump up and down and call in realm chats for others to come. I am don't believe that the answer is going to only be "why don't you get 1 or 2 warbands together?" Because that is a situation that ONLY exists during some select hours of high population. We need a solution that can help make organic and natural gameplay during non-prime hours.
3) Keep Ranking and Resource System - In my view this system only serves as a means to spawn a ram and siege gear so that a Keep siege can begin. I think there is a great need for more creativity here. The possiblity for alternate outcomes could be improved.
I oppose the removal of the BO portals and adding the resource back to BO because I think these two items are in better place than they were previously. I re-iterate my idea that flow of players too the BO is what is right for RVR. Players idling at BO is a good thing if that is what they wish to do. Rewards are not high for sitting there trying to rank resources and reward for players seeking to kill them is attractive. Players at BO - that is where they should be if they are not in warbands or roaming.
Some arguement for this existing Ranking system would be;
-defensive ranking options are extremely limited for underdog realm.
-it's rich get richer situation
-only serves to spawn a Ram which leads to PVdoor
-doesn't add much during non-high population times
-little or nothing dropped from enemy siege equipment, killed high ranking players, large battles, good Keep defenses, good BO defenses, underdog not rewarded for trying hard
-penalized for being at a Keep in preparation for a defense (more resources are consumed)
4) lag. I don't have too much ideas here other than to perhaps start considering a cull of extraneous abilities/buffs/features.
- with the recent thread which aims to add new modelling/textures, I am concerned that could excaerbate the issues but I don't know for certain these things.
- radar addons - I have noticed on several occasions what could have been WB leaders using addons which indicates location of enemy players. I don't know for certain it's only speculation on my part, but I noticed behavior which could indicate some players are using this type of addon (which was present at time on Live). If true this kind of addon could be eradicated if possible. Again only speculation on my part.
- attempt to limit addons like SoR and Aggro so less packets are sent.
Here is some more suggestions / brainstorm ideas
- Don't implement Fortresses as campaign zones (yet), however open them to allow for player movement. I strongly believe this is needed for the regular campaign zones to function more fluently. Often, undermanned defenses are hindered due to overpop realm simply blocking warcamp and those players need more options to get to their zones defense. When campaign is pushed all the way to the end-zone this is needed more than ever.
(I realize this doesn't directly address concerns raised here but is just a small step for now. Also, I think many here agree Fortresses as campaign zones are not feasible due to lag atm.)
- Partial revert of T4 so has more open zones (at least one T4 zone open at all times). I think this would be more desirable to players overall.
- Try and findout what is successful on Apocalyse and consider learning from what they are doing.
- Consider methods to actually undermine what Apocalypse is doing so more players will be forced to play on RoR. ( I don't know much about that server or if it's even still active).
- Guild claim Keeps only acts as rich get richer, improved gains in XP/RR is not what is needed. It should be more defense oriented IMHO(see Keep ranking system creative ideas needed). Guild Claim keeps should in theory act to bring whole realm together.
Some ideas here I have posted in other threads previously;
Biggest concerns in RvR right now from my perspective;
(in no particular order)
- realm imbalance
keep lord and keep capture
keep ranking and resource system
lag
2) Keep Lord and Keep Capture - I think that Keep lord is still too much PVE. Keep Lord aggro is a great candidate for removal / revamp. In it's place will be means given to defending realm to extend/prolong a capture situation by giving those players tools to do so.
Players need real ability to make themselves useful in the extremes of pop imbalances. Times when 5 players are able to arrive at keep vs 24-48 defenders. Right now all you can do is jump up and down and call in realm chats for others to come. I am don't believe that the answer is going to only be "why don't you get 1 or 2 warbands together?" Because that is a situation that ONLY exists during some select hours of high population. We need a solution that can help make organic and natural gameplay during non-prime hours.
3) Keep Ranking and Resource System - In my view this system only serves as a means to spawn a ram and siege gear so that a Keep siege can begin. I think there is a great need for more creativity here. The possiblity for alternate outcomes could be improved.
I oppose the removal of the BO portals and adding the resource back to BO because I think these two items are in better place than they were previously. I re-iterate my idea that flow of players too the BO is what is right for RVR. Players idling at BO is a good thing if that is what they wish to do. Rewards are not high for sitting there trying to rank resources and reward for players seeking to kill them is attractive. Players at BO - that is where they should be if they are not in warbands or roaming.
Some arguement for this existing Ranking system would be;
-defensive ranking options are extremely limited for underdog realm.
-it's rich get richer situation
-only serves to spawn a Ram which leads to PVdoor
-doesn't add much during non-high population times
-little or nothing dropped from enemy siege equipment, killed high ranking players, large battles, good Keep defenses, good BO defenses, underdog not rewarded for trying hard
-penalized for being at a Keep in preparation for a defense (more resources are consumed)
4) lag. I don't have too much ideas here other than to perhaps start considering a cull of extraneous abilities/buffs/features.
- with the recent thread which aims to add new modelling/textures, I am concerned that could excaerbate the issues but I don't know for certain these things.
- radar addons - I have noticed on several occasions what could have been WB leaders using addons which indicates location of enemy players. I don't know for certain it's only speculation on my part, but I noticed behavior which could indicate some players are using this type of addon (which was present at time on Live). If true this kind of addon could be eradicated if possible. Again only speculation on my part.
- attempt to limit addons like SoR and Aggro so less packets are sent.
Here is some more suggestions / brainstorm ideas
- Don't implement Fortresses as campaign zones (yet), however open them to allow for player movement. I strongly believe this is needed for the regular campaign zones to function more fluently. Often, undermanned defenses are hindered due to overpop realm simply blocking warcamp and those players need more options to get to their zones defense. When campaign is pushed all the way to the end-zone this is needed more than ever.
(I realize this doesn't directly address concerns raised here but is just a small step for now. Also, I think many here agree Fortresses as campaign zones are not feasible due to lag atm.)
- Partial revert of T4 so has more open zones (at least one T4 zone open at all times). I think this would be more desirable to players overall.
- Try and findout what is successful on Apocalyse and consider learning from what they are doing.
- Consider methods to actually undermine what Apocalypse is doing so more players will be forced to play on RoR. ( I don't know much about that server or if it's even still active).
- Guild claim Keeps only acts as rich get richer, improved gains in XP/RR is not what is needed. It should be more defense oriented IMHO(see Keep ranking system creative ideas needed). Guild Claim keeps should in theory act to bring whole realm together.
Last edited by navis on Wed Dec 05, 2018 6:42 pm, edited 4 times in total.

Re: [ORVR] Brainstorming/Suggestions
Not sure when you played rvr the last time but the major lags are fixed.navis wrote: Wed Dec 05, 2018 6:06 pm
4) lag. I don't have too much ideas here other than to perhaps start considering a cull of extraneous abilities/buffs/features.
(I realize this doesn't directly address concerns raised here but is just a small step for now. Also, I think many here agree Fortresses as campaign zones are not feasible due to lag atm.)
Dying is no option.
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- Posts: 55
Re: [ORVR] Brainstorming/Suggestions
viewtopic.php?t=28406
A topic i was promised would be revisited that never did. Is a good idea and brings more to the ORVR environment than the traditional sit on a flag kill a few enemies take the keep and lock
A topic i was promised would be revisited that never did. Is a good idea and brings more to the ORVR environment than the traditional sit on a flag kill a few enemies take the keep and lock
Re: [ORVR] Brainstorming/Suggestions
I didn't notice something like that in recent patch notes, do you mind sharing what issue(s) were big culprits?Sulorie wrote: Wed Dec 05, 2018 6:30 pm
Not sure when you played rvr the last time but the major lags are fixed.

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- Onemantankwall
- Posts: 523
Re: [ORVR] Brainstorming/Suggestions
They didn't bother putting it in notes to tell us about lag fix had a few people tell me today, got back on chased order in circles for some good fights (nice defense in TC we returned the favor in shadowlands) destro got lazy aince i took a break rather knock on a door than chase the fight but its not a bad thing im glad orders getting some breathing room for me to throw a wb a
But to stay on topic the 3+ open zone thing was a good idea, zerg camt seem to keep up with all of them so eveeyone splits creating smaller wb vs wb fights, gj devs
But to stay on topic the 3+ open zone thing was a good idea, zerg camt seem to keep up with all of them so eveeyone splits creating smaller wb vs wb fights, gj devs
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- CountTalabecland
- Posts: 1026
Re: [ORVR] Brainstorming/Suggestions
Order needs to roll more tanks and grp heals. Its been Order's main downfall since day one in PUG play, easy as that. Hard to balance around people dead set on being imbalanced. Maybe making new Order tank/healer aesthetics (now that devs can do that) will help since apparently appearance is the reason no one wants to play them.
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