CONCEPT: Major RvR Overhaul

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Penril
Posts: 4441

Re: CONCEPT: Major RvR Overhaul

Post#71 » Wed Sep 30, 2015 6:53 pm

Wall of Tesq. Loved it.

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Nameless
Posts: 1386

Re: CONCEPT: Major RvR Overhaul

Post#72 » Wed Sep 30, 2015 6:56 pm

Tesq wrote:even if you amke flags important, the zergign side still have the advantage even more if the zerg is total side, if you make unlock keep too hard an lock a zone too hard ppl will zerg by default.

Best is think to a system that "nor only" make flags important regard somethin but also make easier and "possible" for zerg side lock and still do not block keep siege
indeed, overnumbered side will always have advantage and will have much better chances to lock the zone. Thats OK.

The thinbg is to provide at least enjoyable fights for outnumbered side. You do that by splitting the zerg. And you split the zerg by making alternative lock mechanism that dont funnel all living things at one tiny area aka keeps.

Make BOs lock mechanism, remove BOs lock times and you will split the zerg and provide more equal fights for outnumbered side. Is this will help the realm with less numbers to lock zone, no. But that will prove reasons and benefits for underpopulated side to go orvr and enjoy equal numbers fights instead of turtle the whole server at some keep.
Keeps are one of the biggest problems of WAR and the reason of many of WAR problems. Lower their importance and let ppl enjoy different playstyles at orvr
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Sulorie
Posts: 7459

Re: CONCEPT: Major RvR Overhaul

Post#73 » Wed Sep 30, 2015 7:06 pm

Nameless wrote: Make BOs lock mechanism, remove BOs lock times and you will split the zerg and provide more equal fights for outnumbered side. Is this will help the realm with less numbers to lock zone, no. But that will prove reasons and benefits for underpopulated side to go orvr and enjoy equal numbers fights instead of turtle the whole server at some keep.
I thought it was already told why this is a bad idea. The chance of success is increasing with the numbers of players on the winner side. More players, more players per BO as guards and a guaranteed lock after a certain time.

appropriate rewards - fair fights - chance to win - low incentives to switch sides :arrow: key elements for an rvr system
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Moeroes
Posts: 54

Re: CONCEPT: Major RvR Overhaul

Post#74 » Wed Sep 30, 2015 7:09 pm

What would you think about a simple solution? Open 2/3 zones at a time because I think 3 might really be overkill and add AAO. I think this would help a lot. Introducing a whole new RvR system might be exciting but it will bring a huge number of potential other problems with it nobody can foresee right now.

Tiggo
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Posts: 1948

Re: CONCEPT: Major RvR Overhaul

Post#75 » Wed Sep 30, 2015 7:10 pm

ok before we implement ANY rvr system, we need to get to the cause of the lag at keep sieges, or all is lost.
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Genisaurus
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Posts: 1054

Re: CONCEPT: Major RvR Overhaul

Post#76 » Wed Sep 30, 2015 7:14 pm

Moeroes wrote:What would you think about a simple solution? Open 2/3 zones at a time because I think 3 might really be overkill and add AAO. I think this would help a lot. Introducing a whole new RvR system might be exciting but it will bring a huge number of potential other problems with it nobody can foresee right now.
AAO alone will never fully address the problem. There is a large segment of the population for whom increased rewards do not matter, either because they are already at cap or because they just don't care. To put it another way, AAO is a carrot; you still need a stick to create the most effective system possible.

Some asses won't eat the carrot, so you need to hit them with a stick.
Some asses don't care about the stick, so you need to tempt them with a carrot.
Some asses don't care about either, and this is not the game for them.

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Razid1987
Posts: 1295

Re: CONCEPT: Major RvR Overhaul

Post#77 » Wed Sep 30, 2015 7:15 pm

Tiggo wrote:ok before we implement ANY rvr system, we need to get to the cause of the lag at keep sieges, or all is lost.
It's not only at the keeps. It's everywhere. When the server is at +500 players it simply can't handle it. Everyone lags. Badly.

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Tesq
Posts: 5713

Re: CONCEPT: Major RvR Overhaul

Post#78 » Thu Oct 01, 2015 12:21 am

that's not true it handled with very few lag until the day or the day before renow patch.
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navis
Posts: 784

Re: CONCEPT: Major RvR Overhaul

Post#79 » Thu Oct 01, 2015 1:07 am

most of these ideas (not all) are reminiscent of the 1.4 patch.. They are all also things that could be altered as well to perhaps better if possible.

Anyway I'm happy with some sort of mix between then classic game and the newer stuff.
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Nameless
Posts: 1386

Re: CONCEPT: Major RvR Overhaul

Post#80 » Thu Oct 01, 2015 4:09 am

Sulorie wrote:
Nameless wrote: Make BOs lock mechanism, remove BOs lock times and you will split the zerg and provide more equal fights for outnumbered side. Is this will help the realm with less numbers to lock zone, no. But that will prove reasons and benefits for underpopulated side to go orvr and enjoy equal numbers fights instead of turtle the whole server at some keep.
I thought it was already told why this is a bad idea. The chance of success is increasing with the numbers of players on the winner side. More players, more players per BO as guards and a guaranteed lock after a certain time.
So what. Let them lock, there always be advantages for over populated realm but instead of creating lagfest at only important boject at the lake spread them around the BOs.
By your logic if one of the realms got 100 ppl into the lake and other 25. To cover all BOs overpopulated realm will put let say 25 ppl per BO, that way underpopulated side will got equal fight at one BO. Yea they may lost that fight, and prolly other side will lock but who care the most important thing is the fair fight not the carrot at the end of the stick.

The BOs system will bring something new to the table and will introduce new valiable playstyles at orvr instead bomb grps at keep. At the end there is no big importance who will lock if ppl got some good fights and got return value of their effort invested at lakes. Spread the ppl around and everything will be better, less lag, less bombing, more equal fights, more map movement, more things to do at lakes
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