The current situation/problem with cities and rvr-campaign:
Its not rewarding, it does not feel like Endgame, it does not matter.
Cities have always been a mix of fun, boredom, and pain. If you fight premade vs pug it gets boring after the first fights, if you face premade as a pug its just a pain. You don’t have chance and you never will have. There is no reason at all to leave the spawn. For me the real fun comes with competition. When the outcome of a fight is uncertain, both sides get kills it’s a real back and forth …
The frustration kicks in when you lose such a hard/close fight and get almost no rewards…. Don’t get me wrong I don’t want free rewards for just joining. But for real participation you should be rewarded.
You need rewards that are worthy for people to queue for cities. My idea would be non-permanent rewards. Here are some ideas, all items should decay after 7 days.
- - 65% or 70% speed mount
- Mythic event item (like ranked one)
- Fortress weapon clones with +1 dps and +5 mainstat
- Pocket item with +1% stat boost
- Mythic talisman for jewelry (maybe make them 1% better, so 5%crit 7% parry, etc but let them decay after 3 days)
- Weapon skins (don’t know your future plans or if these skins still exist in the gamefiles but there are atleast some weapon skins left from live like rr75 1hand axes for orcs, rr90 and rr100 2hand sword for chosen….)
Furthermore we need a reason push the campaign again. And by push I mean a reason it is better to raid the enemy city than to defend your own one.
- - 5% tax on war crest for 36 h – defending realm has to pay tax to attackers if they lose (issue could be the permanent losing side will progress even slower, maybe make it just 1% so its like an mosquito bite, a little pain but noting really to worry about)
- 10% reknown bonus for attackers
- 3 days 20% reknown and influence bonus for your realm if you manage to capture the enemy city
Another idea of mine is bringing back resource carriers from live. To the ones who dont know: Instead of carrying the boxes you send a npc with resources from bo to keep. The npc is visible to the enemy team on their map (like the ram) and can be attacked to steal the resources for your own realm. So you can decide if you let the carrier run on his own and risk that the resuorces get stolen or you escort him to the keep. With this system you spread fights over the zone instead of focusing it around one area.
I don’t feel that just changing the rvr-campaign back to the old state would increase the interest in city fights/endgame content/pushing the campaign. What do you think about the ideas of special non-permanent rewards and the resource carrier system? If you don’t like it what are your ideas to make RvR-campaing/forts/cities interesting again?
This thread should be about the campaign. Please leave your post about balance, slayers, choppas, etc. somewhere else. They don’t belong here.