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ORVR dynamics

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loriccz
Posts: 3

ORVR dynamics

Post#1 » Tue Sep 08, 2015 4:50 pm

hi,

i have a couple of feedback-y suggestions that are a compound between 'ancient' experience from massive scale orvr
on the original servers and current ROR one.

key goal: dynamic soft load rebalancing through incentives

1) past a certain threshold of players in an orvr zone with keeps, increase reward multiplier for participation in that
tier's scenario (just apply a multiplier based on 'overpopulation' of that zone.. does not need to be massive, just enticing enough to lure some people away from the zerg

2) have keep lord and npcs grow in power and keep capture/defense rewards the longer the keep is not taken (adjusted for time of day so that mornings arent more rewarding than primetime).. and subsequently lower the rewards for fast keep swaps.. this way you can turn off that 20 minute 'downtime' period but have the rewards for doing so progressively lower and lower (and higher in zones/keeps that are not paid attention to). You can achieve this by simple reward/damage output/TTD multipliers on keeps and keep npcs

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dkabib
Posts: 408

Re: ORVR dynamics

Post#2 » Tue Sep 08, 2015 4:57 pm

loriccz wrote:hi,

i have a couple of feedback-y suggestions that are a compound between 'ancient' experience from massive scale orvr
on the original servers and current ROR one.

key goal: dynamic soft load rebalancing through incentives

1) past a certain threshold of players in an orvr zone with keeps, increase reward multiplier for participation in that
tier's scenario (just apply a multiplier based on 'overpopulation' of that zone.. does not need to be massive, just enticing enough to lure some people away from the zerg
Not a fan =(
Huge keep battle happening! Yey lets queue up?!
2) have keep lord and npcs grow in power and keep capture/defense rewards the longer the keep is not taken (adjusted for time of day so that mornings arent more rewarding than primetime).. and subsequently lower the rewards for fast keep swaps.. this way you can turn off that 20 minute 'downtime' period but have the rewards for doing so progressively lower and lower (and higher in zones/keeps that are not paid attention to). You can achieve this by simple reward/damage output/TTD multipliers on keeps and keep npcs

I don't know, some potential I guess? Still not the way i'd like to see it.

I'd suggest the way it was on live, zone opens with 1 keep for each side, after a side grabs the enemy keep, give it a lock bonus and a reset timer, not too long please.
Dunno what to do with BOs =(
Vanhorts

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feefy1
Posts: 117

Re: ORVR dynamics

Post#3 » Tue Sep 08, 2015 6:21 pm

Are you suggesting a PVE scaling factor for keep lords? WoW has that for their raids... I don't think that could be implemented here though.
Live free, die heroically.

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Tesq
Posts: 5713

Re: ORVR dynamics

Post#4 » Tue Sep 08, 2015 8:10 pm

wounds buff x ppl in 100 feet for lord and door, also renow nerf based on aao, heavy contribution by skirm and timer to zone lock (1.3.8 system).

That's what you need :/
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