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Poll: RvR System Proposal

We want to hear your thoughts and ideas.
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In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.

Poll: Do you support this proposal?

Yes, I support this proposal as-is.
62
55%
Maybe, I support this proposal with a change (please explain)
14
12%
No, I do not support this proposal, I prefer the current system.
7
6%
No, I do not support this proposal, but I do want a different system.
30
27%
Total votes: 113

User avatar
Razid1987
Posts: 1295

Re: Poll: RvR System Proposal

Post#61 » Wed Sep 23, 2015 1:20 pm

Sulorie wrote:
Razid1987 wrote: Well, you have a zerg for Order and a zerg for Destro, as always. They will usually fight eachother near a keep. Whatever guild wbs are online will try to avoid these zergs and cap everything else, giving rise to non-zerg fights (most likely around BOs). If one faction is defeated, they can seek out the other zone and try to either cap that entire zone before the enemy realizes it, or lure them in. Or of course, continue to challenge the victors.
When you only have 2 zones, you either fight in one of them, or both. Since the fight keeps being open in 2 zones, you never get to a point where you are forced to fight in one pairing.
This is only working when both sides are equal.
In loopsided situations like 200% more numbers on either side, you don't have enough players to defend both pairings or not even one. I still see here no mechanism to balance this besides stop playing for the underdog.
That's why you have a AAO system on top of that.

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User avatar
Ryzom
Posts: 234

Re: Poll: RvR System Proposal

Post#62 » Wed Sep 23, 2015 1:22 pm

I prefer the system with the resources career.
Ni dieu ni maître

Malo
Posts: 16

Re: Poll: RvR System Proposal

Post#63 » Wed Sep 23, 2015 1:40 pm

I would have never allowed to join both sides. But since the damage is already done, by just putting a long timer/cooldown between switching realms solves the problem (e.g. If you log as an order, in 8 hours you cannot log as a destro).
The problem with restricting switching side is that there is no real way for RoR to do it. If you restrict in client, whats preventing someone having a second account?

If they make it 1 account per IP then family and roommates cannot play at the same time. The way live avoided all this was a subscription fee, but if you remember all the xrealming witch hunts on Warhammer Alliance forums you'll know that wasn't the best deterrent either.

User avatar
Koradrell
Posts: 50

Re: Poll: RvR System Proposal

Post#64 » Wed Sep 23, 2015 1:49 pm

Malo wrote:
I would have never allowed to join both sides. But since the damage is already done, by just putting a long timer/cooldown between switching realms solves the problem (e.g. If you log as an order, in 8 hours you cannot log as a destro).
The problem with restricting switching side is that there is no real way for RoR to do it. If you restrict in client, whats preventing someone having a second account?

If they make it 1 account per IP then family and roommates cannot play at the same time. The way live avoided all this was a subscription fee, but if you remember all the xrealming witch hunts on Warhammer Alliance forums you'll know that wasn't the best deterrent either.
You are right, they can have multiple accounts, I did not remember that. In any case, as I said above, the RvR problem is perpendicular to the xrealming problem, you will have it reagardless of the RvR system implemented. The only thing we can do then, is to be more pedagogic and try to teach people that this is a bad practice, and implement server-side tools to try to detect who is actually xrealming in a bad way, which is quite difficult.

This post is about RvR system, not xrealming so lets stick to that.

User avatar
Vigfuss
Posts: 383

Re: Poll: RvR System Proposal

Post#65 » Wed Sep 23, 2015 2:13 pm

If this goes into the game, I think we should have a place where we can be knowing we wont affect the VPs by just hanging out. It sometimes takes a while to get a group organized and I'd like to be able to do that in a place where VPs are not affected. Capital Cities would seem right for that.

This mechanic would change the game. In the current state players often mindlessly feed the other realm. With this it will matter.
Fusscle of Critical Acclaim

User avatar
Razid1987
Posts: 1295

Re: Poll: RvR System Proposal

Post#66 » Wed Sep 23, 2015 2:13 pm

Koradrell wrote:
Malo wrote:
I would have never allowed to join both sides. But since the damage is already done, by just putting a long timer/cooldown between switching realms solves the problem (e.g. If you log as an order, in 8 hours you cannot log as a destro).
The problem with restricting switching side is that there is no real way for RoR to do it. If you restrict in client, whats preventing someone having a second account?

If they make it 1 account per IP then family and roommates cannot play at the same time. The way live avoided all this was a subscription fee, but if you remember all the xrealming witch hunts on Warhammer Alliance forums you'll know that wasn't the best deterrent either.
You are right, they can have multiple accounts, I did not remember that. In any case, as I said above, the RvR problem is perpendicular to the xrealming problem, you will have it reagardless of the RvR system implemented. The only thing we can do then, is to be more pedagogic and try to teach people that this is a bad practice, and implement server-side tools to try to detect who is actually xrealming in a bad way, which is quite difficult.

This post is about RvR system, not xrealming so lets stick to that.
That's not neccesarily true. The current system awards xrealming. A multi-zone system would at least not do that. It's not just the player's fault, but also the rvr system.

User avatar
Koradrell
Posts: 50

Re: Poll: RvR System Proposal

Post#67 » Wed Sep 23, 2015 2:17 pm

Razid1987 wrote:
That's not neccesarily true. The current system awards xrealming. A multi-zone system would at least not do that. It's not just the player's fault, but also the rvr system.[/quote]

Why do you think a multizone system would not award xrealming?

User avatar
Razid1987
Posts: 1295

Re: Poll: RvR System Proposal

Post#68 » Wed Sep 23, 2015 2:19 pm

Koradrell wrote:
Razid1987 wrote:That's not neccesarily true. The current system awards xrealming. A multi-zone system would at least not do that. It's not just the player's fault, but also the rvr system.
Why do you think a multizone system would not award xrealming?
Because forcing players into one giant fight that they can't win are gonna make them log off. Either for good, or just log on to the other faction. In a multi-zone system you would never be forced into such a situation. But with that being said, that same multi-zone system wouldn't fight xrealming per say. It just wouldn't award it. Or at least not as much.
Last edited by Razid1987 on Wed Sep 23, 2015 2:20 pm, edited 1 time in total.

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User avatar
Vigfuss
Posts: 383

Re: Poll: RvR System Proposal

Post#69 » Wed Sep 23, 2015 2:19 pm

Genisaurus wrote: [*]Zone locks prevent any objectives from being attacked for (15 * tier) minutes.
I think this is too long. Especially if we will have only one T3 zone. I'd suggest 10 mins max for any tier.
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User avatar
Tesq
Posts: 5713

Re: Poll: RvR System Proposal

Post#70 » Wed Sep 23, 2015 2:45 pm

Sulorie wrote:
Razid1987 wrote: Well, you have a zerg for Order and a zerg for Destro, as always. They will usually fight eachother near a keep. Whatever guild wbs are online will try to avoid these zergs and cap everything else, giving rise to non-zerg fights (most likely around BOs). If one faction is defeated, they can seek out the other zone and try to either cap that entire zone before the enemy realizes it, or lure them in. Or of course, continue to challenge the victors.
When you only have 2 zones, you either fight in one of them, or both. Since the fight keeps being open in 2 zones, you never get to a point where you are forced to fight in one pairing.
This is only working when both sides are equal.
In loopsided situations like 200% more numbers on either side, you don't have enough players to defend both pairings or not even one. I still see here no mechanism to balance this besides stop playing for the underdog.
hence why i suggested a skirmish based lock (with huge malus to vp for zerg side and big bonus for outnumbered side + tiemr lock
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