I have a few problems with this idea:
1. Removal of the keep lord will make it much harder for an understaffed defense team to hold a keep. At the moment, the keep lord is used as a force multiplier to assist defenders hold the keep.
With this system what you will see are tank walls on ramps to floor 3 with aoe spam on the flag until the stronger force can swarm over them.
2. "It might take 1 hour or longer for a realm without opposition, while holding all BO, to gather enough points." I have an odd schedule that sometimes means I can only play between EU and NA prime times.
With this system, if I want to do anything and there's nearly no one on I will have to wait far to long not doing anything. The server hangs at 200-300 for about as much time as its at 600+ and at those times this system will just be punishing players for no real reason.
3. "Only rams can damage keep doors." So you want to bring back the yawn "Doorhammer" days? I don't level my class to get new abilities to watch a ram attack a door. I want to be able to swing at it myself. Its just more waiting not doing anything added to the system.
4. Since there is no requirement to be at the keep during the siege people will end up camping the war camp preventing the losing side from ever getting to the BOs or keep.
Sure you created incentivies to promote fighting in those areas, but its far safer for the attacking side to jam the defenders into their war camp and still be able to make it back to the keep for their tick
I personally don't like this system very much, but it would still be an improvement from whats on live. From what I can tell there seems to be a lot of waiting to be able to do stuff if your on the winning side especially off hours.
CONCEPT: Major RvR Overhaul
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Re: CONCEPT: Major RvR Overhaul
Maybe it was a good premade but when its radom players the zerg win.wos wrote:nope zerg is dumb i wotched the zerg get wiped yesterday by a party of no more the 12 chocked them in the bo in osland good play on detro side one good wipe and the zerg is dead. it will be the guilds that get the zonesSulorie wrote:Who has better chances to take both keeps, bos and hold them? The zerg.Tiggo wrote:why not have: you need all bos and BOTH keeps. And both keeps are always attackable.
That way you also need to defend your own keep to get the lock, while guarding all bos too. could give some intense fights.
Re: CONCEPT: Major RvR Overhaul
omg this x10000! you hit the nail and people need to realize this.Tamarlan wrote:Remove the "Grind" from the game and I suppose that people play this game as it is intended. As long as you have to grind this and that in order to compete people choose the easiest way.
As long as the grind factor is present people will abuse every concept in order to gain as much as possible in the most efficient way.
it doesnt matter how good of a rvr system u make, as long as there is a need to grind for stuff people will flock to the winning side to get their stuff faster instead of actuall playing the game.
*** you leatherman
Re: CONCEPT: Major RvR Overhaul
-well this is wrong for me cos if there is no opposition you should be able to still lock a zone, you should not punish ppl that play 1 realm cos someone not there def / due to play time 1 side have no ppl / or cos ppl roll 1 realm to get easy exp etc.Sulorie wrote:Tesq, I guess you only read the tltr or did not understood half of what I wrote. You can't zerg all BOs and then move towards the keep as a zerg. You can't lock a zone in one hour without opposition and when you have no enemies it might be the time to switch sides to balance it out.
-no i read all indeed, it will just happen what happened in 1.4.0, ppl in evening lv up zones and then ppl at night that kill or doing capitals.
-move flags to 2nd floor it's a suicide, in balance fight no way attacking side have a chance to pass fromt he wall of fire + higer position. It was told a lot of times. K give defender more tool but not make keep sige totally impossible.
-this would be just waithammer 2.0 due to zerg that want zerg or they will just all roll sc until some one rank the zone. It's k slow the zerg side cos it get all easy, but give them less renow, but not same renow and 1h to lock camon.

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- Posts: 95
Re: CONCEPT: Major RvR Overhaul
We dont want 1.4.x !!!!!!
Yesterday you can saw what the problem with the zerg!(750 player was in 1 zone, bws near the keep door and only spam aoe)
We want to see a good hard mechanic, not a kid game mechanic!
We dont want see rams, ram carriers, resource carriers!!!!
Melee cant do anything and we have more afk at keep fights( Ram mechanic is boring for the melee)
Please implement the VP system where bos get score, and dont lock the bos(no more waithammer!!!)
And the zerg will spread, this is good for everybody!
This is important: We will have lesser afk in the wc, ppl who want a lock need to something on the rvr lake!!!!!!
Yesterday you can saw what the problem with the zerg!(750 player was in 1 zone, bws near the keep door and only spam aoe)
We want to see a good hard mechanic, not a kid game mechanic!
We dont want see rams, ram carriers, resource carriers!!!!
Melee cant do anything and we have more afk at keep fights( Ram mechanic is boring for the melee)
Please implement the VP system where bos get score, and dont lock the bos(no more waithammer!!!)
And the zerg will spread, this is good for everybody!
This is important: We will have lesser afk in the wc, ppl who want a lock need to something on the rvr lake!!!!!!
Re: CONCEPT: Major RvR Overhaul
Malo wrote:I have a few problems with this idea:
1. Removal of the keep lord will make it much harder for an understaffed defense team to hold a keep. At the moment, the keep lord is used as a force multiplier to assist defenders hold the keep.
With this system what you will see are tank walls on ramps to floor 3 with aoe spam on the flag until the stronger force can swarm over them.
Without the option to zerg down keeps, I don't see the need to put further obstacles in the way of attackers. Proper made defenses are already meatgrinders.
2. "It might take 1 hour or longer for a realm without opposition, while holding all BO, to gather enough points." I have an odd schedule that sometimes means I can only play between EU and NA prime times.
With this system, if I want to do anything and there's nearly no one on I will have to wait far to long not doing anything. The server hangs at 200-300 for about as much time as its at 600+ and at those times this system will just be punishing players for no real reason.
Do you have fun locking zones with no enemy at all? Playing on low pop hours doesn't mean that both sides are imbalanced. This is the only system so far to support multiple zones without crossraiding.
3. "Only rams can damage keep doors." So you want to bring back the yawn "Doorhammer" days? I don't level my class to get new abilities to watch a ram attack a door. I want to be able to swing at it myself. Its just more waiting not doing anything added to the system.
Doorhammer was the time when people zerged down doors with pure mass.
You can't stand at a keep doing nothing. Invade through postern, fight people on the walls, protect BO against counter attacks. BOs are never save with high aao for the enemy, they can stop the siege easily. Think about the changed BO timers.
4. Since there is no requirement to be at the keep during the siege people will end up camping the war camp preventing the losing side from ever getting to the BOs or keep.
You can't camp the wc. People have to take a look on the map. Not a single wc is camp-able. The more people try to block the wc, the less are at your keep, what makes it easier to wipe them.
Dying is no option.
Re: CONCEPT: Major RvR Overhaul
You suggest to support the zerg? How much hope has the underdog to cap bo, when the bigger side can recap them anytime.mirrorblade wrote:
Please implement the VP system where bos get score, and dont lock the bos(no more waithammer!!!)
And the zerg will spread, this is good for everybody!
Btw, your reading comprehension is noteworthy.
Last edited by Sulorie on Mon Sep 28, 2015 12:04 pm, edited 1 time in total.
Dying is no option.
Re: CONCEPT: Major RvR Overhaul
something like this :/ ? (still working on it)mirrorblade wrote:We dont want 1.4.x !!!!!!
Yesterday you can saw what the problem with the zerg!(750 player was in 1 zone, bws near the keep door and only spam aoe)
We want to see a good hard mechanic, not a kid game mechanic!
We dont want see rams, ram carriers, resource carriers!!!!
Melee cant do anything and we have more afk at keep fights( Ram mechanic is boring for the melee)
Please implement the VP system where bos get score, and dont lock the bos(no more waithammer!!!)
And the zerg will spread, this is good for everybody!
This is important: We will have lesser afk in the wc, ppl who want a lock need to something on the rvr lake!!!!!!
1.3.8 custom dominion system
BONUS / MALUS system
Against All Odds(AAO): increasae renow/exP/influence, drop, and VP gained
100-400% = 100-400% increased rewards / 20-50% increased VP gained
-additonaly pop a X squads of five lv X*10 champ/hero that scouts the zone in startegic points based the aao
Looking More Glory(LMG):decrease renow/exP/influence, drop by x
100-400% = 20-50% reduced rewards and VP recvived
AAO value = LMG value ---> always
UNDERDOG system:
- proportionally increase the VP needed fromm skirm to the winning side based on how much the loosing side got the capitals unlock in the previusly 5 days / number of x lock in t2-t3.
open your capital = +1
open enemy capitals = -1
open your capitals 3 in row = additional +2
+1) skirmish VP required + 10
+2) skirmish VP required + 15
+3) skirmish VP required + 20 / underdog side can gain total of 5 vp from scenaries
+4) Skirmish VP required + 20 / underdog side can gain total of 10 vp from scenaries
+5) Skirmish VP required + 20 / underdog side can gain total of 15 vp from scenaries
LOCK SYSTEM:
A Primary lock system:
VP lock= 100 points total
keeps x2= 32% (16x2)
flags x4=28% (7x4)
skirmish= 40%
-each side start with base 20% , if 1 side +1 the other side -1 : end results---> 0-40/40-0
B Secondary system:
1- hard dominion: all keeps + flags are captured and their possession never get loose for 20 min, if 1 battle ofjective possession is lost--> timer reset (for a bo to be lost it need to be lock the first cap dose not count).
2- Soft dominion: after the last hard dominion timer is started and 40 min are passed "both" sides can sinze the initiative and lock with 50% of VP Reqired in the zone. ( no underdogs bonus get applied only malus)
-->if soft dominion si active LFG= 100-400% = 20-50% reduced rewards ( + 50% of the reduced rewards given as bonus when lock)

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Re: CONCEPT: Major RvR Overhaul
This is what im up for no more dumb for the dumb we need smart so the dumb mite make an effete to play who knows there mite be some smart in the lazy. if there is no challenge then there is no challengers nobody gets out of the rut we all stay drones following the zerg get bored and give upmirrorblade wrote:We dont want 1.4.x !!!!!!
Yesterday you can saw what the problem with the zerg!(750 player was in 1 zone, bws near the keep door and only spam aoe)
We want to see a good hard mechanic, not a kid game mechanic!
We dont want see rams, ram carriers, resource carriers!!!!
Melee cant do anything and we have more afk at keep fights( Ram mechanic is boring for the melee)
Please implement the VP system where bos get score, and dont lock the bos(no more waithammer!!!)
And the zerg will spread, this is good for everybody!
This is important: We will have lesser afk in the wc, ppl who want a lock need to something on the rvr lake!!!!!!
Re: CONCEPT: Major RvR Overhaul
Sulorie wrote:Who has better chances to take both keeps, bos and hold them? The zerg.Tiggo wrote:why not have: you need all bos and BOTH keeps. And both keeps are always attackable.
That way you also need to defend your own keep to get the lock, while guarding all bos too. could give some intense fights.
if you go by this only solution is to close rvr whenever there is an imbalance of more then 10%...
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