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CONCEPT: Major RvR Overhaul

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Bozzax
Posts: 2650

Re: CONCEPT: Major RvR Overhaul

Post#111 » Thu Nov 26, 2015 10:02 am

- transparent zone win conditions, take the flag
- the zerg has no advantage, when opening keep doors, because of ram mechanic
Waithammer until door is down then all to keep and then the normal zergefest?

It isn't all bad and likely even better then todays system I just think it shares some fundamental flaws with the current one.

The biggest one is giving the attacker the initiative as they just need to capture one point as opposed to control 6 points that is spread out over the entire map. So take "the (1) flag" vs "control the map (4 BOs and 2 Keeps)"

It is only when zerg fail this gets interesting because then you turn to a domination system with all 4 BOs. I never was very fond of the inactive zone locking on LIVE though so I think you should only accumulate VPs if players are doing RvR on the BOs.

(Personaly I don't like RAMs at all as they only promote ark-ing/leeching)
Last edited by Bozzax on Thu Nov 26, 2015 10:37 am, edited 1 time in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Sulorie
Posts: 7461

Re: CONCEPT: Major RvR Overhaul

Post#112 » Thu Nov 26, 2015 10:35 am

You opened the spoiler?

You have to control BO and hold them with cap/lock timers based on aao to be able to attack a keep.
You need to guard ram carriers, while the other realm can try to ambush you.
Zerging down a keep isn't working, not even when balance is totally lopsided. The defender can pick his fights, as the zerg has to split up.
Dying is no option.

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Bozzax
Posts: 2650

Re: CONCEPT: Major RvR Overhaul

Post#113 » Thu Nov 26, 2015 10:40 am

First line
Waithammer until door is down then all to keep and then the normal zergefest?

Having win condition "take one point" is optimal for a zerg
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Sulorie
Posts: 7461

Re: CONCEPT: Major RvR Overhaul

Post#114 » Thu Nov 26, 2015 10:54 am

Obviously you don't read it because this is addressed.
Dying is no option.

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Bozzax
Posts: 2650

Re: CONCEPT: Major RvR Overhaul

Post#115 » Thu Nov 26, 2015 10:57 am

Where is "zone win conditions, take the flag" which is optimal for a zerg addressed? (door is down)

Unless I'm not understanding something in your text this is a optimal win condition for a zerg
Last edited by Bozzax on Thu Nov 26, 2015 11:06 am, edited 1 time in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Sulorie
Posts: 7461

Re: CONCEPT: Major RvR Overhaul

Post#116 » Thu Nov 26, 2015 11:05 am

You don't read the long text? There is a tiny button on the bottom you can click.
Dying is no option.

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devath
Posts: 29

Re: CONCEPT: Major RvR Overhaul

Post#117 » Thu Nov 26, 2015 11:28 am

RvR update on live WaR ruined whole game. I'm against this, let it be like it is.

Let devs focus on fixing things like postern and working on t4, instead of wasting time on this.

Sulorie
Posts: 7461

Re: CONCEPT: Major RvR Overhaul

Post#118 » Thu Nov 26, 2015 11:47 am

Because people are not switching to the winner side and raid empty keeps in different zones.
Doors and certain other things are the basement for rvr changes but t4 shouldn't have any priority at all.

With rvr update you mean patch 1.4.x?
Dying is no option.

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tommyb23
Posts: 31

Re: CONCEPT: Major RvR Overhaul

Post#119 » Thu Nov 26, 2015 1:04 pm

Sulorie wrote:Dear forum-dwellers and visitors,

there was a lot talk lately concering the rvr system and its obvious flaws. Ingame and in the forums, people expressed their feelings about their bad rvr experience. We all know the reasons.

The following writing is more than just an idea, it's a concept which could work and I confident that it will work.
It addresses certain shortcomings of past rvr systems here and on the live servers in the past.
I left out a lot values just to give you an idea what I'd like to see.
You can't change player behavior but an rvr system can give options for players to have fun, this is what I want for all of us. :)

T.L.T.R due to popular demand:

- BOs being important until zone lock, stronger focus on BOs
- the bigger realm has to maintain BOs control to take the zone, forcing them to split their army
- promotes smaller engagements and less zergy keep sieges
- holding BO against attackers is rewarded
- it is possible to recover after a won defense due to door repairs
- to take a keep you have to wipe out all defenders, who could stop the cap, not just npcs
- transparent zone win conditions, take the flag
- requires coordination within your realm to protect the ram carrier
- optional: up to 2 open zones without fast keep trading, as it will be faster to start a keep siege against opposition
- the zerg has no advantage, when opening keep doors, because of ram mechanic
- increased rewards for the underdog and options to slow down or stop a siege promotes active playing
- no zone wide rewards to counter leeching
- strong focus on rewarding fighting
- hopping to the bigger side will give you low rewards as it takes much longer to prepare a zone for a siege, while the underdog can disrupt you at will and earn much more for each taken BO and kill


I see this was not as short as expected but ... stop being lazy! :P
-1 for Pedobear - Pedofiles are no joke and we can't take your suggestions srsly.
0 for bring up a rehashed idea (single zone), but here was my attempt:
http://www.returnofreckoning.com/forum/ ... =15&t=7614
+1 for trying and bringing it up again as something does indeed need to change from the current dodgehammer
Terranc - Chosen
Lorde - Marauder
Mmmmmmmmmmmmmm - Magus

Sulorie
Posts: 7461

Re: CONCEPT: Major RvR Overhaul

Post#120 » Thu Nov 26, 2015 2:02 pm

Keep smiling once in a while, it works.

This suggestion supports multiple zones without fast keep trading.
Dying is no option.

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