CONCEPT: Major RvR Overhaul

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Sulorie
Posts: 7458

CONCEPT: Major RvR Overhaul

Post#1 » Mon Sep 28, 2015 7:17 am

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
Spoiler:
RvR Modus:
One zone active at a time.


Future changes might be required to deal with increasing population in one zone.

Requirements: working AAO system


Possible 2 Zone Solution:

Each zone has a score value starting with 0, when the zone opens.
Each hold BO increases the score periodically similar to SC flags.
AAO shortens the scoring intervals for the underdog realm, while it increases the intervals for the bigger side.
To qualify for keep sieges each realm has to reach a fixed score by holding BO.
It might take 1 hour or longer for a realm without opposition, while holding all BO, to gather enough points.



BO Timer:



no AAO:
Cap both 3 min
Lock both 7,5 min

>200% AAO:
Cap 1,5 min* / 3 min
Lock 10 min* / 5 min

>300% AAO:
Cap 1 min* / 3 min
Lock 12,5 min* / 2,5 min

>400% AAO:
Cap 0,5 min* / 3 min
Lock 15 min* / 0 min

* Underdog Realm

Only one player at a time can cap/recap the BO. The whole process requires 5 seconds and any damage to that player interrupts the cap/recap attempt.

Random thought: Ideally I would set the cap/recap time to 15 seconds and all BO timer pause during this process. More time to stop the enemy, while making it possible to save a BO in the last second.


NPC Guards at BO
BO guards are based on AAO at the time of lock. Stronger guards spawn with higher AAO.
They spawn when the BO is being unlocked.
Guards respawn after 1 minute, when no other guard is in combat.


Keep Siege:

Requirement: Working ram carrier functionality and back door, siege weapons optional

Deployable Rams
Capture at least 3 BO to spawn a ram at your keep.
The ram carrier is highlighted by a beam of light (blue for your own, red for the enemy realm).
Up to 3 rams are allowed to be carried per realm at any given time.
Rams have to be placed within 10 minutes or they vanish.
Ram carriers can't use mounts.

Only rams can damage keep doors.
Rams can be damaged by siege weapons and players at a reduced rate, based on AAO.

Keep Taking
Keep NPC guards are removed.
Attackers have to cap a flag on the 2nd floor for a certain time to take the keep.
Any damage stops the capping process.


Stopping a Siege

<200% AAO:
When the defending realm recaptures 3 BO, then their keep door receives 50% less ram damage.
When the defending realm recaptures 4 BO, then their keep door becomes immune to damage.

>200% AAO:
When the defending realm recaptures at least 3 BO, then their keep door becomes immune to damage.

Holding at least 3 BO interrupts all capping attempts and makes it impossible for the enemy to cap the flag.


Door Repairs
When a keep is no longer under siege (no damage to keep door or capping attempt for a certain time), people can repair the door for 10% with wood, purchasable from a npc on 3rd floor.
Alternatively tanks could use their Bulwark skill to repair the door.
There is a cooldown on door repairs based on AAO.
Repairing an open door 3 times will close it with 30% durability.


Rewards:

Battlefield Objective Capture Reward
Locking a BO rewards all players within its range, based on AAO.
The initial capping gives no rewards.
Locking a neutral BO gives no rewards.

Player Kill Rewards
Increased rewards for kills in BO/keep range by +50%.
Increased rewards for kills based on AAO in 10% steps, capped at 400%.
Both reward mechanics do not stack. The highest value counts.

Attack and Defense Rewards
Kill rewards made at a BO/keeps are gathered in a pool.
They are shared among all nearby and successful keep defenders or BO attackers/defenders, when all enemies within range are dead and the BO is under control.
It is necessary that the BO was attacked by either faction, the door was hit by a ram or a flag capping attempt happened to trigger those rewards.

Zone Lock Reward
When the keep flag is taken, people have 30 seconds - visible timer - to move into BO/keep range to gain the lock reward.
The reward is increased by AAO.

Currency Rewards
Still undecided, no keep bags implemented yet as primary source for armor sets.
Currency was only meant to be an additional way to earn them.
Fighting should give more currency than taking objectives or keeps.

Alternative Win Condition:

When both sides are unable to take their opponents keep, then a secondary win condition kicks in.
BOs gather the required points to start a siege as said before. Furthermore they continue to generate points towards a final score to lock the zone. Both sides have to compete for BO control to be victorious.
Last edited by Sulorie on Mon Oct 05, 2015 5:55 pm, edited 1 time in total.
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wos
Posts: 218

Re: CONCEPT: Major RvR Overhaul

Post#2 » Mon Sep 28, 2015 7:55 am

+1 yes i do think that the rvr needs force the zerg to split this is how it was in live at one point you had to hold all the bo till the timer was up to fip the zone and then it was on lock for a time amount or until the a posing side flipped the pering forcing that zone to become contested a gene but that was t4. and the keeps had a flag like the bos so a aoe could reset ur take which meant all the enemy need to be dead to take a bo or keep

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Tamarlan
Posts: 209

Re: CONCEPT: Major RvR Overhaul

Post#3 » Mon Sep 28, 2015 8:51 am

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.
Last edited by Tamarlan on Mon Sep 28, 2015 8:59 am, edited 1 time in total.
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Tesq
Posts: 5713

Re: CONCEPT: Major RvR Overhaul

Post#4 » Mon Sep 28, 2015 8:58 am

this is the same as 1.4.0 with sc flag system instead carrier to lv keep, it does add nothing ...

-the way to attack keep with only ram is wrong, underdog realm could use false attack on door and make 1wb of opposite realm move to keep while there is no one there.

-I also assume this system use a keep= lock system and this is also a bad desing move cos the zerg just need to take 1 thing to lock, it do not require fight, it do not require nothing unless lock 3 flags all togheter then rush keep.

-The flag system it's the same as it is now, the intent it's to spread the fight but the zerg side it's still at advantage, and things get even worse if the zerg is totally one side.

-the rewards increase near BO make even greater thg zerg.

-the champ system it was something alredy used, as the more aooe you had the more her you had patrol the zone in strategic location.

-tha fact that the zerg realm need 1h to lock it also bad, you can incentive ppl to play but not make 1 realm if in some time there are few player to wait 1 h to lock, ppl bother with waithammer with dominon cos it take too long to lock zones.

-3 zone open are better than 2 even more now that we have this population increasing.
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Sulorie
Posts: 7458

Re: CONCEPT: Major RvR Overhaul

Post#5 » Mon Sep 28, 2015 9:36 am

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.
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punkindonuts
Posts: 26

Re: CONCEPT: Major RvR Overhaul

Post#6 » Mon Sep 28, 2015 10:24 am

Sadly with this sort of thing you cant cater for every players mindset when it comes to how RVR should work. Obviously any idea sounds good on paper but we need to keep trying different things to make the game fun like it should be.

last night in Shadowlands was some of the most fun I have had in the game in recent weeks with 2 relatively even sides fighting over the zone.

As I have said before a short term fix would be to make the BO's part of the locking mechanism where a side has to have both Keeps and all 4 BO's under their control to lock a zone.

- Each BO would have a 3 minute capture timer and then be locked for 15mins
- Once both Keeps and all BO's are under the control of one side they need to hold everything for a period of time say 10 mins or so before the lock will happen.

In theory this should spread the zerg out a bit more to protect everything and also allow the underdog faction to use guerrilla tactics to attack BO's at random to mess with the other sides lock attempt.

Anything has got to be better than than what we have now.

Tiggo
Former Staff
Posts: 1948

Re: CONCEPT: Major RvR Overhaul

Post#7 » Mon Sep 28, 2015 10:30 am

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.
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Sulorie
Posts: 7458

Re: CONCEPT: Major RvR Overhaul

Post#8 » Mon Sep 28, 2015 10:42 am

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.
Who has better chances to take both keeps, bos and hold them? The zerg.
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wos
Posts: 218

Re: CONCEPT: Major RvR Overhaul

Post#9 » Mon Sep 28, 2015 10:50 am

Sulorie wrote:
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.
Who has better chances to take both keeps, bos and hold them? The zerg.
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 zones

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wos
Posts: 218

Re: CONCEPT: Major RvR Overhaul

Post#10 » Mon Sep 28, 2015 11:10 am

rvr need to be organised all that happens now is one name get called out to stk or we in emp every one just fly there and follows if u had to split the zerg it would fall apart. rvr needs lots of small scale fight all over the rvr lake that's where the fun is. back in live it was g1 to north bo, g2 south bo, g3 east bo, g4 west bo, To defend for zone lock if we had more like 2 wb then we split to 2 groups to a bo and the closets bo to them was on stand by to help. if not the remaining 12 man roamed the rvr helping when needed the nown was in the fights and if u could holded out u locked the zone and moved on the the next. what happens now we just ride from bo to bo then sit at keep so what would happen if some one took the bos back can it be dun when zergs at the keep and will it stop the keep take forcing the zerg to go back and take that bo

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