[SUGGESTION] 1.3.8 domination
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Re: [SUGGESTION] 1.3.8 domination
The beauty was the stronger side had to defend while the smaller force could hit them where they were weak
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
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Re: [SUGGESTION] 1.3.8 domination
agree on boxx and penr sound like an old of my suggestions.
how 1.3.8 avoide zerg? ----> only with some changes:
1.3.8 lock was based on flags+keep+skirm+ sc (vps)=total of 100%
if not lock via vp, lock via timer set 2h:
2h timer lock start when all BOs+ keep are all controlled by 1 faction and if any one of those get conquered timer stop. Aka waithammer (cos there were too few ppl)
here the idea:
1-remove sc contribution ( ther will be no more 1 rollstomp premade block the lock ).
2-make skirmish vp gain rate based on aao and reduced it if opposed faction have aao, this prevent zerg easy run, cos it dosent matter what zerg does, if other realm have 400% aao you get ver very low contribution from skirmish.
This make easier controll the zone vp bar under zerg.
3-make 3 zone open as per above ppl will try to avoid this and split LF timer lock other zone.
4-when someone conquer flags/keep with other faction have aao the renow/etc is subtract and add to the timer lock (only to timer lock) This way, ppl are not reward for empty run, and opposite side have chance to organize a def, if then no one def , the attacking side get what he didn't all togheter at the timer lock.
A-Why does this not evolve in keep /bo trading? cos you use 15 min lock for flags and keep are always open, but due to renow reduced to 0 if 400% aao this make keep/bo trading impossible.
B-PPl will auto run zone by zone try to found where it suits them more fight. This actually make the more populated side redistribuite to 3 zone cos every one look to get renow/exp medallion but cant in a single zone. They are force to spread or no renow/lock/medallion whatever it's shiny. While the outnumbered side can choose how and where fight, pretty fight on 3 whole zone 1 at time even to stop other realm.
5-remove meddalions from keep---> move them to lock (ding!!! ppl will care if they loose or not something cos timer reset.
About penr suggestion my old one was to make 1 ppl only able to "became" keep lord itself, so that you cannot no more taunt keep lord but you actually need to kill players! (4 champ will stick the player /hero and attack his target all inside keep, actually make anyone a big scary guy
)---> this make both hard conquer a def keep /not too much, but also fun and with 1 click totaly remove the pve(*) components, also keep lord can fall back to last floor
EDIT: timer lock should not be 2h (no waithammer) but rahter 20-30 min.
the pro of the system it's that it's fully customable, it leave choice to player how theyshould fight zerg or spread but hit or reward based on that. It also do not ruin keep siege and also make small skirm happen.
how 1.3.8 avoide zerg? ----> only with some changes:
1.3.8 lock was based on flags+keep+skirm+ sc (vps)=total of 100%
if not lock via vp, lock via timer set 2h:
2h timer lock start when all BOs+ keep are all controlled by 1 faction and if any one of those get conquered timer stop. Aka waithammer (cos there were too few ppl)
here the idea:
1-remove sc contribution ( ther will be no more 1 rollstomp premade block the lock ).
2-make skirmish vp gain rate based on aao and reduced it if opposed faction have aao, this prevent zerg easy run, cos it dosent matter what zerg does, if other realm have 400% aao you get ver very low contribution from skirmish.
This make easier controll the zone vp bar under zerg.
3-make 3 zone open as per above ppl will try to avoid this and split LF timer lock other zone.
4-when someone conquer flags/keep with other faction have aao the renow/etc is subtract and add to the timer lock (only to timer lock) This way, ppl are not reward for empty run, and opposite side have chance to organize a def, if then no one def , the attacking side get what he didn't all togheter at the timer lock.
A-Why does this not evolve in keep /bo trading? cos you use 15 min lock for flags and keep are always open, but due to renow reduced to 0 if 400% aao this make keep/bo trading impossible.
B-PPl will auto run zone by zone try to found where it suits them more fight. This actually make the more populated side redistribuite to 3 zone cos every one look to get renow/exp medallion but cant in a single zone. They are force to spread or no renow/lock/medallion whatever it's shiny. While the outnumbered side can choose how and where fight, pretty fight on 3 whole zone 1 at time even to stop other realm.
5-remove meddalions from keep---> move them to lock (ding!!! ppl will care if they loose or not something cos timer reset.
About penr suggestion my old one was to make 1 ppl only able to "became" keep lord itself, so that you cannot no more taunt keep lord but you actually need to kill players! (4 champ will stick the player /hero and attack his target all inside keep, actually make anyone a big scary guy

EDIT: timer lock should not be 2h (no waithammer) but rahter 20-30 min.
the pro of the system it's that it's fully customable, it leave choice to player how theyshould fight zerg or spread but hit or reward based on that. It also do not ruin keep siege and also make small skirm happen.
Last edited by Tesq on Fri Sep 18, 2015 8:57 am, edited 3 times in total.

- Nastylicious
- Posts: 275
Re: [SUGGESTION] 1.3.8 domination
Tesq wrote:agree on boxx and penr sound like an old of my suggestions.
how 1.3.8 avoide zerg? ----> only with some changes:
1.3.8 lock was based on flags+keep+skirm+ sc (vps)=total of 100%
if not lock via vp, lock via timer set 2h:
2h timer lock start when all BOs+ keep are all controlled by 1 faction and if any one of those get conquered timer stop. Aka waithammer (cos there were too few ppl)
here the idea:
1-remove sc contribution ( ther will be no more 1 rollstomp premade block the lock ).
2-make skirmish vp gain rate based on aao and reduced it if oppesed faction have aao, this prevent zerg easy run, cos it dosent matter what zerg does, if other realm have 400% aao you get ver very low contribution from skirmish.
This make easier controll the zone vp bar under zerg.
3-make 3 zone open as per above ppl will try to avoid this and split LF timer lock other zone.
4-when someone conquer flags/keep with other faction have aao the renow/etc is subtract and add to the timer lock (only to timer lock) This way, ppl are not reward for empty run, and opposite side have chance to organize a def, if then no one def , the attacking side get what he didn't all togheter at the timer lock.
A-Why does this not evolve in keep /bo trading? cos you use 15 min lock for flags and keep are always open, but due to renow reduced to 0 if 400% aao this make keep/bo trading impossible.
B-PPl will auto run zone by zone try to found where it suits them more fight. This actually make the more populated side redistribuite to 3 zone cos every one look to get renow/exp medallion but cant in a single zone. They are force to spread or no renow/lock/medallion whatever it's shiny. While the outnumbered side can choose how and where fight, pretty fight on 3 whole zone 1 at time even to stop other realm.
5-remove meddalions from keep---> move them to lock (ding!!! ppl will care if they loose or not something cos timer reset.
About penr suggestion my old one was to make 1 ppl only able to "became" keep lord itself, so that you cannot no more taunt keep lord but you actually need to kill players! (4 champ will stick the player /hero and attack his target all inside keep, actually make anyone a big scary guy)---> this make both hard conquer a def keep /not too much, but also fun and with 1 click totaly remove the pe components, also keep lord can fall back to last floor
kinda like this idea but heres one thing who will become the lord and for how long will it last will it be like City segies like pick random guy as champions + 1 lord with amount of hp dmg etc
Re: [SUGGESTION] 1.3.8 domination
my origianl idea was related to guild keep claim, so with out that it could became difficult implement it, that made sure that ppl that became lord truly wanted def the keep and cut away the chance a cross realmers would take it to give an easy victory.

Re: [SUGGESTION] 1.3.8 domination
My idea was randomly from whoever was higher RR in the lake.
Let's say there is no AAO. Nothing happens.
Order suddenly has 200% AAO: 4 order players in the lake get buffed to champs.
It will last until they die, at which point someone else becomes champ. That, or until AAO is gone.
Let's say there is no AAO. Nothing happens.
Order suddenly has 200% AAO: 4 order players in the lake get buffed to champs.
It will last until they die, at which point someone else becomes champ. That, or until AAO is gone.
Re: [SUGGESTION] 1.3.8 domination
Clarification: meant domination wo the pre 1.2 system VP locks
Tesq i'd much rather see it with the original timers liked that it meant somthing for the Realm. Now it just flip flip flip also no zone could be taken without defenders having a go at defense
Kill = % to drop 1 medallion
Kill on BO = a bit more % to drop 1 medallion
Keep take = 1 medallion
Zone lock = 15 medallions
Tesq i'd much rather see it with the original timers liked that it meant somthing for the Realm. Now it just flip flip flip also no zone could be taken without defenders having a go at defense
Kill = % to drop 1 medallion
Kill on BO = a bit more % to drop 1 medallion
Keep take = 1 medallion
Zone lock = 15 medallions
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: [SUGGESTION] 1.3.8 domination
k for medallion by kills (in rvr only ) but 2h timer lock it's too long it will never happen in that way, it only happened in 1.3.8 cos there where no ppl in game at that timeBozzax wrote:Clarification: meant domination wo the pre 1.2 system VP locks
Tesq i'd much rather see it with the original timers liked that it meant somthing for the Realm. Now it just flip flip flip also no zone could be taken without defenders having a go at defense
Kill = % to drop 1 medallion
Keep take = 1 medallion
Zone lock = 10 medallions

IF you think about it 30 min it's the least you should take to capture a zone, have in mind that ppl cannot avoid to fight for 2h just to block the other realm, and loose 1 flag make all the timer reset (anyway this can be simple fast fix otw, just like the incr/reduction based on aao; the system it's fully cutomable). Ror have 500 + ppl log daily, 2h timer lock will never happen, 30 min it encourage more to steal some flag and block the timer lock soe some skirm will occur more often.
Even regard future, when/if t2-t3 will became empty 30 min is resonable to lock a zone via timer.
Last edited by Tesq on Thu Sep 17, 2015 7:02 pm, edited 1 time in total.

Re: [SUGGESTION] 1.3.8 domination
Maybe play a bit with timers then but 15 min is short and 120 min might be long. This could be variable with population even as long as we dont get these chain flip frenzies
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
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Re: [SUGGESTION] 1.3.8 domination
can be also change with the aao of opposite realm the chance of cutomization are infiniteBozzax wrote:Maybe play a bit with timers then but 15 min is short and 120 min might be long. This could be variable with population even as long as we dont get these chain flip frenzies

Re: [SUGGESTION] 1.3.8 domination
mm that way even a rr80 pug could became something valuable for the realm and this is bad, cos that should be an very nice opportunity to help the realm, if someone that have not the tools to do that became champ this dosen't really help the realm. Then they can even be 4 champ like you said but i will avoid the random side of the talk.Penril wrote:My idea was randomly from whoever was higher RR in the lake.
Let's say there is no AAO. Nothing happens.
Order suddenly has 200% AAO: 4 order players in the lake get buffed to champs.
It will last until they die, at which point someone else becomes champ. That, or until AAO is gone.

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