and why do we see only pvd? beside the ~1 hour per Day when you have something like fightsgeorgehabadasher wrote: Mon Apr 28, 2025 5:38 amJudging from how many people have left the game specifically citing the RvR system, I think it's safe to say that no, it's not what people want.
"Let's talk about blob in ORVR."
Re: "Let's talk about blob in ORVR."
AM / RP / Shaman / Zealot / WP / DoK
Ads
Re: "Let's talk about blob in ORVR."
Buff WL!
Kokoshibu, Riegert, Luniz, Kyo, Kenshin, Alaric, Notting <LiH>
Boyka, Iluv, Onlyfangs, Snusnu, Engrimar, Soge <Like it Hard>
Feetz, Dunning, Dokzilla <Holmgang>
Boyka, Iluv, Onlyfangs, Snusnu, Engrimar, Soge <Like it Hard>
Feetz, Dunning, Dokzilla <Holmgang>
- georgehabadasher
- Posts: 291
Re: "Let's talk about blob in ORVR."
We see PvD because blobbing is incentivized by the reward system and game mechanics of RvR. Blobbing combines with the current RvR reward mechanics to lead to PvD.Kloaner wrote: Mon Apr 28, 2025 5:56 pmand why do we see only pvd? beside the ~1 hour per Day when you have something like fightsgeorgehabadasher wrote: Mon Apr 28, 2025 5:38 amJudging from how many people have left the game specifically citing the RvR system, I think it's safe to say that no, it's not what people want.
Individuals don't have the ability to significantly influence the group blobbing behavior we see in the game (outside of a few select warband leaders, and even they don't have as much agency as you might think). If someone doesn't like blobbing, they can roam around an empty zone, or in the one populated zone. However, if everyone else is blobbing, they either encounter a blob (and die) or nothing. That's not a very compelling gameplay experience, which is why so many players who can't stand blobbing leave the game. The players remaining are disproportionally (not exclusively) eager, or at least willing, to blob for rewards. The current game system incentivizes blobbing and selects for players who are willing to blob.
Warband leaders can affect this somewhat, but not as much as you might think. If one side is blobbing, and warband leaders on the other side don't blob, then they're going to lose in most cases. If you have any experience in a warband, you know that warband leaders who consistently lose fights end up with empty warbands.
Re: "Let's talk about blob in ORVR."
Open rvr always was kind of blobby. The nature of keeps promote this. There is not much to do about it, i.e. numbers is a valid tactic for open objective based rvr.
The main issue in rvr is the back and forth blobs around a central bo in zones like caledor, dragonwake or praag. This is far to common and basically kills any fun.
And the elephant in the room is ofc the long missmanagement of scenarios. Scenarios was always the option when it became to blobby in rvr but given the state of scenarios that is far to often not an option.
The main issue in rvr is the back and forth blobs around a central bo in zones like caledor, dragonwake or praag. This is far to common and basically kills any fun.
And the elephant in the room is ofc the long missmanagement of scenarios. Scenarios was always the option when it became to blobby in rvr but given the state of scenarios that is far to often not an option.
Nekkma / Hjortron
Zatakk
Smultron
Zatakk
Smultron
Re: "Let's talk about blob in ORVR."
Simple solution > the zone domination system of 1.3.6
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: "Let's talk about blob in ORVR."
They just need to rework how the lakes work in general.
Add more mechanics to the lakes, examples:
Supplying a huge army penalty.
1, Lotd style debuff
2, The higher the AAO difference the more people you need to sit on BOs for boxes to spawn. (this encourages splitting up the blob to actually rank the keep up.)
3, The keep of the blobbing faction degrades if boxes aren't being run as the supply cost for holding a large army is to great.
4, You have to keep running supplies to keep the debuff from getting worse.
5, Keep defences require supplies to use so if one faction is hiding in a keep they are shooting themselves in the foot.
Add more mechanics to the lakes, examples:
Supplying a huge army penalty.
1, Lotd style debuff
2, The higher the AAO difference the more people you need to sit on BOs for boxes to spawn. (this encourages splitting up the blob to actually rank the keep up.)
3, The keep of the blobbing faction degrades if boxes aren't being run as the supply cost for holding a large army is to great.
4, You have to keep running supplies to keep the debuff from getting worse.
5, Keep defences require supplies to use so if one faction is hiding in a keep they are shooting themselves in the foot.