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improving the general RvR-system - not just my two cents

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mirrorblade
Posts: 95

Re: improving the general RvR-system - not just my two cents

Post#31 » Mon Oct 05, 2015 9:54 am

Against all odds, lesser side get more xp/rr for kills

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Sulorie
Posts: 7461

Re: improving the general RvR-system - not just my two cents

Post#32 » Mon Oct 05, 2015 10:08 am

mirrorblade wrote:Before merge some ideas pls read other rvr system topics, 4 or 5 rvr topics
We need a complex system (as vp system)

Zerg was bigger problem then afk w8 free ticks. We have zerg because ppl want free rr for all characters (include x realmers)


Need guards, and npcs at keeps and bos, if we have attackers, we will have defenders.Need to slow attackers, but dont stop and we didnt like the w8hammer.
Die for honor and glory!

X realmers the problem, Both of side boring if havent big fights (defender little groups slaugthered, attacker take free keeps,zones is boring after a half hour)

Keep trading was better, 1 open zone and zerg win is worst!
Having a hard time understanding what you want to say. Taking your comments in all other rvr suggestion threads I will anwer with "No". I think it fits alright.
Dying is no option.

FETT
Posts: 11

Re: improving the general RvR-system - not just my two cents

Post#33 » Mon Oct 05, 2015 11:36 am

Thank you mirrorblade... now some things make sense... some still not ;-)
FETT

- manchmal verspeist man einen Bären und manchmal wird man von einem Bären verspeist -

Bandaid
Posts: 4

Re: improving the general RvR-system - not just my two cents

Post#34 » Mon Oct 05, 2015 12:16 pm

The easiest way to not encourage zerging is to remove the Warband groups. Lets have multiple parties roam the lakes instead.

Tiggo
Former Staff
Posts: 1948

Re: improving the general RvR-system - not just my two cents

Post#35 » Mon Oct 05, 2015 12:35 pm

remove parties to! and chat!

each one on his own! modern mmos...
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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satori
Posts: 233
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Re: improving the general RvR-system - not just my two cents

Post#36 » Mon Oct 05, 2015 3:40 pm

Bandaid wrote:The easiest way to not encourage zerging is to remove the Warband groups. Lets have multiple parties roam the lakes instead.
don't you think a lot of people would complain about that? ;)
personally i like small fights way more too but when playercount rises there should be a form of grouping more than six of them together, also fights over keeps will still be big no matter what kind of maximum WB/group-size there is

and organizing a raid without warbands seems like a huge pain in the bottom section
imagine peace

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navis
Posts: 784

Re: improving the general RvR-system - not just my two cents

Post#37 » Mon Oct 05, 2015 3:42 pm

One this to consider is a mechanism to control the players who swap Realms when a victory or lock is approaching on the opposite realm.

WHY - many ppl will switch sides when a big lock or something like a zerg is developing.

What - big rewards are usually given from Keep takes, Zone locks. This is the easiest way to get some of the best gear and rewards.

How - a mechanism to regulate rewards when switching sides, in order to discourage the realm changing for quick rewards.

So instead of getting rid of the rewards like rewarding everyone who is active in the lakes and flagged for PvP, better idea is to limit the rewards given to those who have just switched sides.

The old alternative is to stop X-realming all together but this is not the best solution either.

I say just add a reward debuff to the players who have switched realm. Lets say for example a 1 hour reward debuff which starts with maximum reward limit of no renown given and as time runs out the renown gain is then returned to normal.

?? what do you think
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satori
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Re: improving the general RvR-system - not just my two cents

Post#38 » Mon Oct 05, 2015 3:48 pm

mirrorblade wrote:Before merge some ideas pls read other rvr system topics, 4 or 5 rvr topics
We need a complex system (as vp system)
there is no reason to make a system more complex than necessary if a simple one also gets the job down

please refer the specific topic(s) you talked about and maybe even tell my why you think it would be a good idea to merge them with my proposal
mirrorblade wrote:Zerg was bigger problem then afk w8 free ticks. We have zerg because ppl want free rr for all characters (include x realmers)
- most of the free renown is gone in my system
- zerging as it is right now will not be possible as well
mirrorblade wrote:Need guards, and npcs at keeps and bos, if we have attackers, we will have defenders.Need to slow attackers, but dont stop and we didnt like the w8hammer.
Die for honor and glory!

X realmers the problem, Both of side boring if havent big fights (defender little groups slaugthered, attacker take free keeps,zones is boring after a half hour)

Keep trading was better, 1 open zone and zerg win is worst!
ok this i really don't understand at all, i would be glad if you tried explaining it again

oh and X-realmers don't seem like a problem to me
imagine peace

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satori
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Re: improving the general RvR-system - not just my two cents

Post#39 » Mon Oct 05, 2015 4:00 pm

navis wrote:One this to consider is a mechanism to control the players who swap Realms when a victory or lock is approaching on the opposite realm.

WHY - many ppl will switch sides when a big lock or something like a zerg is developing.

What - big rewards are usually given from Keep takes, Zone locks. This is the easiest way to get some of the best gear and rewards.

How - a mechanism to regulate rewards when switching sides, in order to discourage the realm changing for quick rewards.

So instead of getting rid of the rewards like rewarding everyone who is active in the lakes and flagged for PvP, better idea is to limit the rewards given to those who have just switched sides.

The old alternative is to stop X-realming all together but this is not the best solution either.

I say just add a reward debuff to the players who have switched realm. Lets say for example a 1 hour reward debuff which starts with maximum reward limit of no renown given and as time runs out the renown gain is then returned to normal.

?? what do you think
well if you are still talking about X-realming in my system: i don't think it is a problem there because most of the renown will come from player kills (the only tick will be the one from the lock and compared to a kill it is not that much)

in general: i don't think you can stop x-realming in RoR like you could on live (there was a cooldown after switching so you couldn't switch back for some hours) because in RoR the accounts are free, so you can simply create one account for you order chars and one for the destro chars - suddenly you are not an X-realming account anymore!

i don't think there is a good way of going around that other than creating an RvR-system that does not encourage switching to one specific side (may it be the zerging one the get freenown or the underdog to get AAO for kills) and i guess my proposal is not that bad at that as it mostly gives renown for kills and splits up the zerg so the underdog can actually get kills
imagine peace

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Libra
Posts: 551

Re: improving the general RvR-system - not just my two cents

Post#40 » Mon Oct 05, 2015 4:11 pm

Very interesting! Could support that...
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