Coryphaus wrote:A feel that we should have an rvr system that promotes acctual kills, fighting and roaming instead of one that places a lot of emphasizes on keeps and seiges
i also feel that at the very least we should do 2/3 zones open
i dont know about others but i find keeps to be giant unfun cluster ****
Mailbox guard are not really afkers i do what can often be considered mail box guarding but that is only because im waitng for sc pops to grind out crests and the war camp is convienct b/c kill quests
the only way to " deal with xrelming" is to create ingame incentives
Under this proposal, RvR kills and BOs are each worth more VPs than owning both keeps, and the more RvR kills your faction gets, the less you need to sit in front of a keep; is that not allowing for enough incentive? 2/3 zones open is a reasonable suggestion though.
But for every player wanting more PvP instead of objectives...
bloodi wrote:What ruins this is the same that ruined the old lock system in retail.
When a zone is going to get locked, the other faction will just refuse any fight, they stop queing for scs, just kill you by boredom.
When the lock is only result of capturing objectives, the other faction doesnt have choice but to fight, in this system when the zone is going to get locked, best choice for the other faction is to not fight.
So any change should be aiming to promote fights between players, not completely remove them, this is a very bad change, there are reasons why this system entirely failed at retail.
...you have another who wants objectives to be the only lock mechanic.
If objectives are the only thing needed to lock a zone, it becomes possible for one faction to outnumber and steamroll the other, which leads to crossrealming. If you require multiple modes of play to lock a zone, you allow one faction to just quit. There is literally no compromise here, no system that could be designed to get the best of both worlds.
But ultimately, if someone is the kind of player who would rather "take the ball and go home" than play harder/better, then neither WAR nor RoR will ever be the game for them, no matter what RvR system you choose. From a design perspective,
I don't see the value in designing your game around the kind of player you don't want playing it anyway.
Sulorie wrote:Too many rewards for leeching, due to zone wide rewards. Too much Mathhammer, as it is unclear for the most part was is needed to lock a zone. No anti-zerg measures.
Total population per faction is no factor to determine numeric balance. The number of players inside an rvr lake has no effect on the proposed system.
I fully disagree.
PS: Working on something which would solve all issues if the devs can make it working. Anti-zerg, less keep centric, no leeching, pvp is rewarded and the realm has to work together.

I understand the complaint about "mathhammer," and I'll admit that it's valid; this system is a little obtuse. But rewards for leechers - Show me a system that can't be leeched. You can leech the current system by AFKing in front of a keep fight, you can leech any zone-flip system by AFKing in front of the warcamp, etc. It seems like a better move to punish/remove leechers directly than to design a whole system around getting rid of them. Just make the RvR lake start past the Warcamp guards, so they have to be gankable to leech.
I reject the claim that this system has no anti-zerg measures; it
is an anti-zerg measure. Having lock requirements scale to faction population discourages one side from outnumbering the other, and having BO ownership make keep attacks/defenses easier encourages splitting a warband to cover multiple objectives.
Post your idea.

Put it in a poll like this one, I'm honestly interested in seeing it. If we get enough proposals, we can have a master-poll, where the community can vote on which specific proposal they prefer, rather than saying whether they like or dislike any individual one.