Recent Topics

Ads

CONCEPT: Major RvR Overhaul

Let's talk about... everything else
mirrorblade
Posts: 95

Re: CONCEPT: Major RvR Overhaul

Post#121 » Fri Nov 27, 2015 11:31 am

Why not start the zone with 2 neutral keeps? Neutral keeps not give renown
Spawnpoint in the warcamp and need to take 2 keeps for lock the zone.

BTW the actually system wrong:
-no strong focus on reawrding fight
-fights/kills not give good xp/renown and we have zerg because the lock give many xp/rr +emblems...
-AAo no count take bo or defend a keep, nobody want steal a bo, lot ppl sit in the keep or the wc and w8 the attackers......

Ads
User avatar
Nishka
Suspended
Posts: 1057

Re: CONCEPT: Major RvR Overhaul

Post#122 » Fri Nov 27, 2015 12:36 pm

mirrorblade wrote: -AAo no count take bo or defend a keep, nobody want steal a bo, lot ppl sit in the keep or the wc and w8 the attackers......
I think it's not because people wont' don't to steal bo, but because they can't. Mobs are much stronger in RoR than on live where 2 people was enough to take a bo (before they removed all guards from pvp zones). You need a full party including a tank and a heal which means less defenders on keep.
Another reason that if you leave the keep you won't be able to return because of backdoors not working and the radar map showing your position to the enemy zerg.
Image
"Well, once there was only chaos. You ask me, order's winning". - Grandmaster Siegfried Trappenfeld

User avatar
Tesq
Posts: 5713

Re: CONCEPT: Major RvR Overhaul

Post#123 » Fri Nov 27, 2015 10:10 pm

I know you don't like my feed back but i want to give them after re-red all these pages.

it's a too flat system:
- there are no underdogs(fixed) meccanics
- no vp , no dominion no strategy, just get on flags "immobile" and def flag while the other get the keep
-it ecourage even more zerg as a zone with this system can only be lock with zerg and not with balanced numbers
-if the zerg is really zerg will just get in the point which can check more flags and can fight in equal number and sent the rest to keep
-the more the zerg the more to lock---> ppl will get bother of such game and will move to other game, aka you cannot dictate what ppl should play or just remove any way to achive something for them if they are more than someone.
-totally remove the best component of a massive rvr game--> mass rvr fights
-not solve problem as the problem are not related to keep trade only in t4
-not solve the t2-t3 population nor the "want to skip until t4 problem"
-seconday lock system not well definite
Last edited by Tesq on Wed Jan 20, 2016 2:50 pm, edited 1 time in total.
Image

Sulorie
Posts: 7458

Re: CONCEPT: Major RvR Overhaul

Post#124 » Sat Nov 28, 2015 2:30 pm

Tesq wrote:I know you don't like my feed back but i want to give them after re-red all these pages.

it's a too flat system:
- there are no undergods meccanics

No what?

- no vp , no dominion no strategy, just get on flags "immobile" and def flag while the other get the keep

The more your faction grows the more you have to defend flags against the smaller faction. Waiting at BOs with manageable numbers for the underdog or waiting with bigger numbers at keeps like currently? What do you prefer? This only happens only with huge imbalances, as lock timers are longer, when both realms are equal.

-it ecourage even more zerg as a zone with this system can only be lock with zerg and not with balanced numbers

See above, taking BOs is working like now, just with different timers. When numbers are even, then one faction can either zerg down on BO at a time or split to take multiple BOs at a time. The defender can do the same. Like I said, when both realms fight for BOs, they earn points as well to fulfill the secondary win condition. There won't be a never ending fight, where nobody can win.

- if the zerg is really zerg will just get in the point which can check more flags and can fight in equal number and sent the rest to keep

When the zerg is really huge, they will need a lot time to be able to start a siege to begin with. Same with people trying to take empty zones. The underdog will earn much more while fighting with even numbers at BOs, even if the zerg locks the zone in the end.

-totally remove the best component of a massive rvr game--> mass rvr fights

Massive aoe lag fests where individual skill is non-existant? The war is everywhere, this is the mantra of WAR. At keeps, at BOs and everywhere in the zone, where people are fighting.

-not solve the t2-t3 population nor the "want to skip until t4 problem"

If I had anything to say, then we had a 22-39 bracket but therefore we miss a lot armor sets anyway.
Dying is no option.

Who is online

Users browsing this forum: Stimpz, systematic and 14 guests