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Official T2 RvR Solution Discussion Thread

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zarg64
Posts: 77

Re: Official T2 RvR Solution Discussion Thread

Post#161 » Thu Sep 17, 2015 3:46 pm

Vdova wrote:Solutions:
1) stop X-realming - we are not lvl 9 in T1 when X-realming wasnt big case. If we want currency and rvr sets X-realming must stop. Add at least 8 hours timer when switching sides.

2) more curency drop(for sets) from player kills in RvR and Scenarios.

3) add AAO in some ways(XP,renown,inf,+%HP or +%DMG). It encourage underdog side to be active.

NO mmo have tools to make ideal 50% v 50% population balance, but there are tools to minimaze it and lessen its impact.

+1
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Vdova
Posts: 555

Re: Official T2 RvR Solution Discussion Thread

Post#162 » Thu Sep 17, 2015 3:49 pm

dkabib wrote:I support the removal of Medals/Emblems from the game.
Token requirement isn't healthy.
Token requirement is only ONE and only fair option for players.
If sets/weapons will be related to gold what will happen? Everyone will start PVE farming for gold. Gear for the rhich ones, basic greens for poor ones?

If sets/weapons drop only from kills as purples, the game will start to be only for "lucky" ones. A) lucky enought to drop it B) lucky enought fo Roll for it.

Token option reward players who actualy participate in RvR/scenarios. More You participate, More You get. The lazy ones will still cry, that they want something "for free" by occupying mailbox in WC....
Vdova - Witch elf princess of suffer and despair

Tiggo
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Posts: 1948

Re: Official T2 RvR Solution Discussion Thread

Post#163 » Thu Sep 17, 2015 3:50 pm

would whish people stop suggesting things aza alrady said wont happen or cant do.
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dkabib
Posts: 408

Re: Official T2 RvR Solution Discussion Thread

Post#164 » Thu Sep 17, 2015 3:51 pm

Vdova wrote:
dkabib wrote:I support the removal of Medals/Emblems from the game.
Token requirement isn't healthy.
Token requirement is only ONE and only fair option for players.
If sets/weapons will be related to gold what will happen? Everyone will start PVE farming for gold. Gear for the rhich ones, basic greens for poor ones?

If sets/weapons drop only from kills as purples, the game will start to be only for "lucky" ones. A) lucky enought to drop it B) lucky enought fo Roll for it.

Token option reward players who actualy participate in RvR/scenarios. More You participate, More You get. The lazy ones will still cry, that they want something "for free" by occupying mailbox in WC....
When I mean that it should cost gold, I mean a few silver. So everyone can have it if you got the RR for it.
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Vdova
Posts: 555

Re: Official T2 RvR Solution Discussion Thread

Post#165 » Thu Sep 17, 2015 3:55 pm

dkabib wrote:
Vdova wrote:Solutions:
1) stop X-realming - we are not lvl 9 in T1 when X-realming wasnt big case. If we want currency and rvr sets X-realming must stop. Add at least 8 hours timer when switching sides.

2) more curency drop(for sets) from player kills in RvR and Scenarios.

3) add AAO in some ways(XP,renown,inf,+%HP or +%DMG). It encourage underdog side to be active.

NO mmo have tools to make ideal 50% v 50% population balance, but there are tools to minimaze it and lessen its impact.
1) Players will create another acc.

2) Imo, remove currency from the game, sell it for gold and require RR to use.

3) AAO for XP/RR/Inf, not sure about Dmg/Hp.
2) removing currency from the game will have another impacts.

A) sets and weapons for gold - that means everyone start to farm PVE like crazy, prices will grow sky high. Rhich ones will get full gear, while poor ones(mostly new players) will get basic greens. Another imbalance.

B) make weapons and gear drop from players means only those with blessing from RNG god will have theyr gear(including new players) while those unlucky ones, who participate in every aspect of PvP(rvr,scen) can NEVER see any piece of gear for theyr characters. Gearing character based on Lucky Rolls is not sollution.

Tokens, currency is only fair option for those, who actualy participate in scen or rvr. Lazy ones get nothing, active players will sooner or later get theyr gear. That sounds most fair to me.

Edit: If RvR sets cost few silver, it also can cost just few copper. The thing is that, You have to do something to be rewarded by something. THat what makes people stay in game. If everyone lvl 26 instantly get theyr devastator gear just buying it for few silver, the whole rewarding feelings from playing will gone like a wind.
Last edited by Vdova on Thu Sep 17, 2015 4:00 pm, edited 1 time in total.
Vdova - Witch elf princess of suffer and despair

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Razid1987
Posts: 1295

Re: Congrats for rvr changing and the killing of tier 2 rvr

Post#166 » Thu Sep 17, 2015 3:56 pm

dkabib wrote:Reward should come from kills, not objectives.
The actual system only works with right minded players.

It amuses me how destro didn't get bored after 5 hours of empty keeps, seriously, i got after the third take.

I suggest we reduce the reward from objectives, and highly increases rewards for killing players, make it count!
Keeps should give a bonus to drops, and give less rewards so it is more interesting to seek a fight.
AAO is needed for this to work.
There needs to be some kind of awards for taking objectives, but it should be more rewarding to get kills.

If you completely remove the rewards for taking objectives, people are just gonna farm SCs instead, or run around ganking ppl in the RvR lakes instead. That's not the intent.

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dkabib
Posts: 408

Re: Official T2 RvR Solution Discussion Thread

Post#167 » Thu Sep 17, 2015 4:05 pm

Vdova wrote:
dkabib wrote:
Vdova wrote:Solutions:
1) stop X-realming - we are not lvl 9 in T1 when X-realming wasnt big case. If we want currency and rvr sets X-realming must stop. Add at least 8 hours timer when switching sides.

2) more curency drop(for sets) from player kills in RvR and Scenarios.

3) add AAO in some ways(XP,renown,inf,+%HP or +%DMG). It encourage underdog side to be active.

NO mmo have tools to make ideal 50% v 50% population balance, but there are tools to minimaze it and lessen its impact.
1) Players will create another acc.

2) Imo, remove currency from the game, sell it for gold and require RR to use.

3) AAO for XP/RR/Inf, not sure about Dmg/Hp.
2) removing currency from the game will have another impacts.

A) sets and weapons for gold - that means everyone start to farm PVE like crazy, prices will grow sky high. Rhich ones will get full gear, while poor ones(mostly new players) will get basic greens. Another imbalance.

B) make weapons and gear drop from players means only those with blessing from RNG god will have theyr gear(including new players) while those unlucky ones, who participate in every aspect of PvP(rvr,scen) can NEVER see any piece of gear for theyr characters. Gearing character based on Lucky Rolls is not sollution.

Tokens, currency is only fair option for those, who actualy participate in scen or rvr. Lazy ones get nothing, active players will sooner or later get theyr gear. That sounds most fair to me.

Edit: If RvR sets cost few silver, it also can cost just few copper. The thing is that, You have to do something to be rewarded by something. THat what makes people stay in game. If everyone lvl 26 instantly get theyr devastator gear just buying it for few silver, the whole rewarding feelings from playing will gone like a wind.
Yeah but that's beacause you can reach end game level in 2 days.
Those suggestions are aimed for the future.
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dkabib
Posts: 408

Re: Official T2 RvR Solution Discussion Thread

Post#168 » Thu Sep 17, 2015 4:13 pm

Azuzu wrote:
My suggestion is to make PvP about players fighting players, rather than fighting doors. At the same time make keep taking incentivesed.

How we do this?

1: Make players have a high chance (10%) to drop medals. Let players have this chance to drop medals anywhere in an RvR lake. It's important to let players who like to roam and setup strategic choke points get rewarded as well. Around BOs and Keeps it's ok to increase that chance to 15%.

2: Add AAO, along with exp/rr make AAO effect the chance to drop medals. At 0 AAO players have a 10% chance to drop a medal, at 400% players have a 40% or even 50% chance.

3: Have AAO increase the amount of medals a player can drop. Something along the lines of,

100% = 20% chance to drop 1 medal

200% = 30% chance to drop 1 medal

300% = 30% chance to drop 2 medals

400% = 40% chance to drop 2 medals

4: Leave keep taking incentivesed, let keep takes give 5 medals per take and rr/exp. I believe if we make killing players worth while enough fighting will occur, but we don't want to completely neglect the keep taking aspect.

5: Increase the overall cost of the gear to match the increased ways to get it.

6: Leave the RvR locking system the way it is, the server pop is too small imo to spread it across 3 zones.

7: Add a Losers keep flip, 2 (or 3) medals for losers, 5 for winners.
I would reduce the keep take reward of 5 medals to 2, It would be an ok number, if you get a few more from kills it would be the same as before.

Suggestion:
The loser keep flip, not sure, i'd rather have a defense tick with 1 medal for every 10 minutes that the keep is under attack and you're there defending it. Ah, maybe you can increase the keep medal rewards if it's under attack for a long time, say if you take it empty, it's worth 2 tokens, but with a fight that lasts 20 mins, the flip would be worth 4 tokens, and the defenders would get 2 (from def ticks every 10 mins) and both would get way more from kills.
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Azuzu
Posts: 551

Re: Official T2 RvR Solution Discussion Thread

Post#169 » Thu Sep 17, 2015 4:19 pm

dkabib wrote:
Azuzu wrote:
My suggestion is to make PvP about players fighting players, rather than fighting doors. At the same time make keep taking incentivesed.

How we do this?

1: Make players have a high chance (10%) to drop medals. Let players have this chance to drop medals anywhere in an RvR lake. It's important to let players who like to roam and setup strategic choke points get rewarded as well. Around BOs and Keeps it's ok to increase that chance to 15%.

2: Add AAO, along with exp/rr make AAO effect the chance to drop medals. At 0 AAO players have a 10% chance to drop a medal, at 400% players have a 40% or even 50% chance.

3: Have AAO increase the amount of medals a player can drop. Something along the lines of,

100% = 20% chance to drop 1 medal

200% = 30% chance to drop 1 medal

300% = 30% chance to drop 2 medals

400% = 40% chance to drop 2 medals

4: Leave keep taking incentivesed, let keep takes give 5 medals per take and rr/exp. I believe if we make killing players worth while enough fighting will occur, but we don't want to completely neglect the keep taking aspect.

5: Increase the overall cost of the gear to match the increased ways to get it.

6: Leave the RvR locking system the way it is, the server pop is too small imo to spread it across 3 zones.

7: Add a Losers keep flip, 2 (or 3) medals for losers, 5 for winners.
I would reduce the keep take reward of 5 medals to 2, It would be an ok number, if you get a few more from kills it would be the same as before.

Suggestion:
The loser keep flip, not sure, i'd rather have a defense tick with 1 medal for every 10 minutes that the keep is under attack and you're there defending it. Ah, maybe you can increase the keep medal rewards if it's under attack for a long time, say if you take it empty, it's worth 2 tokens, but with a fight that lasts 20 mins, the flip would be worth 4 tokens, and the defenders would get 2 (from def ticks every 10 mins) and both would get way more from kills.

The only problem I could see with defense ticks at the keep vs a loser flip is this only rewards zerging at the keep. This isn't rewarding players who are setting up a good strategic gank between players trying to get from the Warcamp to the keep.

Setting up an effective gank like that helps the overall defense by lessing the amount of players able to get to the keep on the offensive side. It also allows for small scale 3/4/5/6 man groups and soloers to help out, while still having the playstyle they like.
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dkabib
Posts: 408

Re: Official T2 RvR Solution Discussion Thread

Post#170 » Thu Sep 17, 2015 4:33 pm

The only problem I could see with defense ticks at the keep vs a loser flip is this only rewards zerging at the keep. This isn't rewarding players who are setting up a good strategic gank between players trying to get from the Warcamp to the keep.

Setting up an effective gank like that helps the overall defense by lessing the amount of players able to get to the keep on the offensive side. It also allows for small scale 3/4/5/6 man groups and soloers to help out, while still having the playstyle they like.
Well those players will get drops too. I just can't think of a better way to promote fighting and defending against heavy assaults.
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