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Why not add portals for underdog

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Bozzax
Posts: 2621

Why not add portals for underdog

Post#1 » Sun Feb 16, 2025 12:01 pm

Why not add portals giving multiple entry points for the weaker side when aao hits a certain threshold. So Cale example: when you are being bridge camped the lesser sides get entry points directly to all remote BOs forcing the blob to stop humping the wc and controlling the map entry point.

Would also easy the praag mid cha-cha-cha dancing. could even test it 1-2 maps and evaluate if it improves or makes stuff break
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Lion1986
Posts: 488

Re: Why not add portals for underdog

Post#2 » Sun Feb 16, 2025 12:25 pm

Bozzax wrote: Sun Feb 16, 2025 12:01 pm Why not add portals giving multiple entry points for the weaker side when aao hits a certain threshold. So Cale example: when you are being bridge camped the lesser sides get entry points directly to all remote BOs forcing the blob to stop humping the wc and controlling the map entry point.

Would also easy the praag mid cha-cha-cha dancing. could even test it 1-2 maps and evaluate if it improves or makes stuff break
no. you reduce the zerg. Zerg is king in rvr.
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Culexus
Posts: 250

Re: Why not add portals for underdog

Post#3 » Sun Feb 16, 2025 12:36 pm

Bozzax wrote: Sun Feb 16, 2025 12:01 pm Would also easy the praag mid cha-cha-cha dancing.
We push you, and you run away
Then you push us, and we run away
Fighting at the same spots every day
Pushing the enemy then running away
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Lion1986
Posts: 488

Re: Why not add portals for underdog

Post#4 » Sun Feb 16, 2025 12:44 pm

Culexus wrote: Sun Feb 16, 2025 12:36 pm
Bozzax wrote: Sun Feb 16, 2025 12:01 pm Would also easy the praag mid cha-cha-cha dancing.
We push you, and you run away
Then you push us, and we run away
Fighting at the same spots every day
Pushing the enemy then running away
could be a nice text for RAP motive :D
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Bozzax
Posts: 2621

Re: Why not add portals for underdog

Post#5 » Sun Feb 16, 2025 12:55 pm

1. One side will always be numerically larger
2. the map entry point design is bad for spreading players (one WC typically and one entry point)
3. The map entry point is design is horrible when the larger side can just sit next to the entry point and control the map
4. If you punish the larger side by giving smaller side more mobility (more teleport entry points) the zerg cant semi afk feed in one spot

Simple as that

PS the KV- tango is almost as bad
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Culexus
Posts: 250

Re: Why not add portals for underdog

Post#6 » Sun Feb 16, 2025 2:12 pm

I don't think it would make much difference. Players would port into another spot, then land up with the blob at mid anyway as that's where all the fighting is.

Pugs do the back-and-forth dance at mid as they lack the organization to do anything else. Organized want fights and kills, so naturally gravitate to where the fighting is, which is at the back-and-forth dance at mid.

Having more entry points into a zone isn't a bad idea, but it needs to come alongside a rework to the campaign so there is a reason to spread out across the map.
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ShadowWar
Posts: 199

Re: Why not add portals for underdog

Post#7 » Sun Feb 16, 2025 5:53 pm

There are lots of alternative entry points into RvR lakes for most zones, you just have to run PvE to get there. Off the top of my head, I can think of Dragonwake, Eataine, Praag, Reikland, Black Crag, Kadrin Valley, and Thunder Mountain all easy have ways to teleport across the map, easily enter after a run, or quickly die and revive on a PvE camp near the lake.

Sulorie
Posts: 7459

Re: Why not add portals for underdog

Post#8 » Sun Feb 16, 2025 8:56 pm

ShadowWar wrote: Sun Feb 16, 2025 5:53 pm There are lots of alternative entry points into RvR lakes for most zones, you just have to run PvE to get there. Off the top of my head, I can think of Dragonwake, Eataine, Praag, Reikland, Black Crag, Kadrin Valley, and Thunder Mountain all easy have ways to teleport across the map, easily enter after a run, or quickly die and revive on a PvE camp near the lake.
That's correct, there are several ways to enter rvr zone, when you just look on your map. Some alternative routes go through pve areas. If one side is camped at spawn, they deserve it.
Dying is no option.

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Tisaya
Posts: 179

Re: Why not add portals for underdog

Post#9 » Mon Feb 17, 2025 5:11 pm

Sulorie wrote: Sun Feb 16, 2025 8:56 pm
ShadowWar wrote: Sun Feb 16, 2025 5:53 pm There are lots of alternative entry points into RvR lakes for most zones, you just have to run PvE to get there. Off the top of my head, I can think of Dragonwake, Eataine, Praag, Reikland, Black Crag, Kadrin Valley, and Thunder Mountain all easy have ways to teleport across the map, easily enter after a run, or quickly die and revive on a PvE camp near the lake.
That's correct, there are several ways to enter rvr zone, when you just look on your map. Some alternative routes go through pve areas. If one side is camped at spawn, they deserve it.
'They deserve it' one of the worst things you can say regarding players. Hopefully, you will get a restriction order that will never allow you anywhere closer than 20 miles to anything game design related.
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ShadowWar
Posts: 199

Re: Why not add portals for underdog

Post#10 » Tue Feb 18, 2025 4:59 pm

Tisaya wrote: Mon Feb 17, 2025 5:11 pm
Sulorie wrote: Sun Feb 16, 2025 8:56 pm That's correct, there are several ways to enter rvr zone, when you just look on your map. Some alternative routes go through pve areas. If one side is camped at spawn, they deserve it.
'They deserve it' one of the worst things you can say regarding players. Hopefully, you will get a restriction order that will never allow you anywhere closer than 20 miles to anything game design related.
There are times when players deserve the consequences of their actions. I don't think the WC situation is one of them. I do, however, think the game could do a better job of encouraging / instructing players on alternative access points to the lakes.

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