Something like supply runner npc that is fast, has alot of health and also can be snared, healed, damaged all that.
When you cap the bo and there is at least 2 players on bo supply runner appears. They click on the npc runner and then he/she goes to keep or wc(randomly) to deliver supplies and he will deliver alone but if it's killed then that bo where he came from is instantly flipped to their side and have supply runner ready waiting. Everybody who is close to it when it leaves the bo gets tick and are close when he/she delivers the supply gets inf+renown. Also when other side kills the runner all who are close to it same thing they get renown+inf. Something like 100 inf 500 renown.
There ofc needs to be testing how tough it is to kill when there is ZERG amounts of people vs when there is 2-3 people each side because obviously. But this would actually make people fight because they need to ensure that he gets to wc/or keep and when it is random where supply runner takes the supplies makes this much more fun. Imo which keep belongs to which side should also be random.
This would at least be much more interesting than it's now.
Renown-obtain rates in oRvR
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- Sinisterror
- Posts: 1096
Re: Renown-obtain rates in oRvR
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz
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Re: Renown-obtain rates in oRvR
The aao system is simply not working ; few are wanting to xrealm to "balance" population, saving small groups that want to "farm" aao and get more rp for one kill on a solo than to rank keep and take the zone.
As I could understand the "positive" aao bonus for underpop realm, the "negative" aao wich gives you 1 rp per kill need to be gone forever.
Why punishing players for playing on certain timezones, or with the character they want to play ? Many players only got one character, either because no much time to play or because they are just new players, and if they constantly see this shitty renown punishing them every time for just playing, they will probably give up leveling.
Plus I still dont see the need for this last nerf ; the "good amount" of renown for keep take / zone lock was barely enough to even out the "1 rp kills" we constantly got for being more, while outnumbering side could just farm aao by killing solos with groups/wb (even farming warcamp), and get ten times this amount.
How it is fair to encourage ganking and bad play, while punish people actually caring for moving the campaign forward by organizing and collectively playing ?
The field of glory bonus (I never saw it working to be fair) is a good idea and should stay, but please for the sake of players revert the renown for keep and zone lock, and quit the negative aao malus wich is clearly unsatisfying and counterproductive at best.
As I could understand the "positive" aao bonus for underpop realm, the "negative" aao wich gives you 1 rp per kill need to be gone forever.
Why punishing players for playing on certain timezones, or with the character they want to play ? Many players only got one character, either because no much time to play or because they are just new players, and if they constantly see this shitty renown punishing them every time for just playing, they will probably give up leveling.
Plus I still dont see the need for this last nerf ; the "good amount" of renown for keep take / zone lock was barely enough to even out the "1 rp kills" we constantly got for being more, while outnumbering side could just farm aao by killing solos with groups/wb (even farming warcamp), and get ten times this amount.
How it is fair to encourage ganking and bad play, while punish people actually caring for moving the campaign forward by organizing and collectively playing ?
The field of glory bonus (I never saw it working to be fair) is a good idea and should stay, but please for the sake of players revert the renown for keep and zone lock, and quit the negative aao malus wich is clearly unsatisfying and counterproductive at best.
Re: Renown-obtain rates in oRvR
seein that there is a cap for forts, why do not introduce cap population in rvr lakes? this avoid any 200% aao situation
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- Posts: 4
Re: Renown-obtain rates in oRvR
Agree 100%. Renown gain needs to be adjusted. Why not utilize the current Warcamp quests that exist but change their rewards to include renown and or medallions or shards to motivate people to get out and do the RvR zone quests. Also, the increased renown when grouped is a great idea and only makes sense.
Silvarna SW [RR78] Xtaxx BW [RR83] Ztaxx Heal AM [RR74] Litak WL [Fresh 40] Xmolxx RP [Fresh 40]
Itax Engi [Fresh 40] Itaxx KOTBS [Fresh 40] Syntaxx Sorc [Fresh 40]
Itax Engi [Fresh 40] Itaxx KOTBS [Fresh 40] Syntaxx Sorc [Fresh 40]
Re: Renown-obtain rates in oRvR
Three to four solo kills with aao, then join a pug WB for keep D, gives more RR than taking a defended keep, and locking a defended zone. Something is not right, but it could be just me feeling like this.
Re: Renown-obtain rates in oRvR
The rp attribution itself is contradicting the group aspect of the game : you get more renown fighting solo than in a group; and the worst is to constantly be in competition against other groups in a warband :
- if nobody in your own group hit an enemy, no renown for your group.
- If your group is not doing the most damage, you arent credited of the kill, screwing low-dps groups and events tasks, etc., by only rewarding selfish behavior (or simply the ones with more dps than you).
All renown being shared with your groupmates is not a bad idea, it could be better if you didnt got a malus doing that ; either dont modify the renown gain from being solo or 6-men, or just apply a renown boost for grouping up.
This way only you will incentivize people to play in groups or warbands.
It's impossible anyway to completely prevent the "leeching" behavior, even tho they are fundamentally not wrong (you can "steal" a kill but the goal is nonetheless the same, and while effort is not the same, you got progress), so better comply people making the effort to group than apply a malus for doing so.
- if nobody in your own group hit an enemy, no renown for your group.
- If your group is not doing the most damage, you arent credited of the kill, screwing low-dps groups and events tasks, etc., by only rewarding selfish behavior (or simply the ones with more dps than you).
All renown being shared with your groupmates is not a bad idea, it could be better if you didnt got a malus doing that ; either dont modify the renown gain from being solo or 6-men, or just apply a renown boost for grouping up.
This way only you will incentivize people to play in groups or warbands.
It's impossible anyway to completely prevent the "leeching" behavior, even tho they are fundamentally not wrong (you can "steal" a kill but the goal is nonetheless the same, and while effort is not the same, you got progress), so better comply people making the effort to group than apply a malus for doing so.
Re: Renown-obtain rates in oRvR
The idea is as a 6 man or warband you should be using your group synergies and team play to kill a lot more. If you as a 6 man/WB kill the same rate as solo u kind of failed
- facundo7777
- Posts: 402
Re: Renown-obtain rates in oRvR
todays result. Few hours of playing, all the time in aao.
As chosen:
full grp play, guarding, challenging, play for map objectives. 5 full zones, 1 fort, 1 city.
Result:
0 bags from zones and fort, few invaders from city, around 40k renown points at 50+ lvl xDDDD
As We:
40 minutes playing, half of single zone, 60k renown, 1 gold bag
i love the chosen and wanna be helpful for my faction but the rewards design is pretty frustrating for me at moment
As chosen:
full grp play, guarding, challenging, play for map objectives. 5 full zones, 1 fort, 1 city.
Result:
0 bags from zones and fort, few invaders from city, around 40k renown points at 50+ lvl xDDDD
As We:
40 minutes playing, half of single zone, 60k renown, 1 gold bag

i love the chosen and wanna be helpful for my faction but the rewards design is pretty frustrating for me at moment
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Re: Renown-obtain rates in oRvR
i confirm. i solo played today with no WB as WH and farmed RR like a monkey. Group play is not encouraged at all. with some random ambushes i got a purple bag in rvr . ggfacundo7777 wrote: ↑Thu Aug 12, 2021 9:36 am todays result. Few hours of playing, all the time in aao.
As chosen:
full grp play, guarding, challenging, play for map objectives. 5 full zones, 1 fort, 1 city.
Result:
0 bags from zones and fort, few invaders from city, around 40k renown points at 50+ lvl xDDDD
As We:
40 minutes playing, half of single zone, 60k renown, 1 gold bag
i love the chosen and wanna be helpful for my faction but the rewards design is pretty frustrating for me at moment

-
- Posts: 200
Re: Renown-obtain rates in oRvR
All the good players stopped playing regularly after too long of updates that only make the game worse over and over againFenris78 wrote: ↑Wed Aug 11, 2021 9:37 am The aao system is simply not working ; few are wanting to xrealm to "balance" population, saving small groups that want to "farm" aao and get more rp for one kill on a solo than to rank keep and take the zone.
As I could understand the "positive" aao bonus for underpop realm, the "negative" aao wich gives you 1 rp per kill need to be gone forever.
Why punishing players for playing on certain timezones, or with the character they want to play ? Many players only got one character, either because no much time to play or because they are just new players, and if they constantly see this shitty renown punishing them every time for just playing, they will probably give up leveling.
Plus I still dont see the need for this last nerf ; the "good amount" of renown for keep take / zone lock was barely enough to even out the "1 rp kills" we constantly got for being more, while outnumbering side could just farm aao by killing solos with groups/wb (even farming warcamp), and get ten times this amount.
How it is fair to encourage ganking and bad play, while punish people actually caring for moving the campaign forward by organizing and collectively playing ?
The field of glory bonus (I never saw it working to be fair) is a good idea and should stay, but please for the sake of players revert the renown for keep and zone lock, and quit the negative aao malus wich is clearly unsatisfying and counterproductive at best.

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