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[DISCUSSION] RVR - likes/dislikes/possible improvement?

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mursie
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#11 » Tue Apr 04, 2017 2:43 pm

Rozackroo wrote:Well they improved the System (bag rolls and contribution ) to what it was before. Now a 750 contribution will mostlikly give you a bag. However it's still rdm if you win your desired bag or not. There is no other way as long as they keep the "only this loot for all" system. You can't really remove the roll either because if you do you endup with the same people winning over and over again while everyone else won't get anything. The people getting top contribution like myself would probabbly benefit from this while everyone else who are just as important (a 2to3 man gank grp can't claim a keep...) are left out which is not okay.

I would however change this annoying gold bag to a specific currency you get after lock. Everyone gets it. You could make it depend on contribution how much you get. You could make it dependend how long you stayed in Zone or how long it took to lock. Then you just add a merchant selling everything currently in the bags and scale the token priece to how much grind you want. This makes it possible to remove the tidious rdm roll and you actually feel rewarded after 20h kv. Makes it possible to work towards your goals instead of praying for luck when placed high up in the contribution.

Such a good post. I'm not sure why we go through these forums posts only to arrive ultimately where you are right now.

Remember ruin when first launched on this server? Had to win a gold bag to get it and was heavily favored towards certain classes that could monopolize the contribution roll? Where are we today with ruin? At a much much better place. Now - no matter what you do during the hard pq, you will get some type of contribution towards earning ruin gear whether it be a green curreny shard, a blue currency, a purple, or even a gold bag piece (which by the way, I think the gold bags should always have in them the purple currency which allows you to avoid getting duplicate pieces and still progress towards a piece you need should you unfortunately win two gold bags with the same piece in it).

Point - currency that is earned from participation is the ultimate fair system. Whether you contribute a little, a bit more, or a lot, the currency you get will eventually allow you to work towards whatever goal you want.

The current system unfortunately doesn't have this to the degree necessary. The bags are heavily favored... the scenario gear and currency is useless for alot of players who find the rvr gear much better (and vice versa).

The key has always been the currency. If you don't want a universal currency, then at least create converters. A down convert of conq to the tier below is necessary at 5x1. The conq emblems and medallions need to have a converter merchant in game... and the rewards from rvr should really be more focused at a currency earned for contribution in the zone.

Look at ruin as a primary example. The original ruin system here was awful. Today - it really is top notch. (other than the gold bag needing purple currency in it for duplicate issues). my humble opinion

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Telen
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#12 » Tue Apr 04, 2017 3:17 pm

I think the current system would work if all zones were equally large. Some of the ratrun or roundabout zones just arent made to handle the sort of zerging you get with a single zone system. Different zones really need their systems tweaking as the range of scale and design makes some suited and some not. Really its another bad design legacy that mythic left when you compared it to say the size of a gw2 zone. In a perfect world you'd design the zones to fit the system.
Last edited by Telen on Tue Apr 04, 2017 3:22 pm, edited 5 times in total.
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Aurandilaz
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#13 » Tue Apr 04, 2017 3:17 pm

Yeh the current Ruin system is pretty fantastic.

Similar system for RvR could also work:

idea:
-add proper amounts of currency into winning bags, so that even lesser bags count properly
-Gold Bag, either lucky piece, or 50 Conq medals
-Purple Bag, Subjugator item or 40 Conq medals
-Blue Bag, Genesis or 30 Conq medals
-Green Bag, Warrants or 20 Conq medals
-White Bag, still worth 10 conq medals

Now especially during primetime many people feel they have zero chances of ever getting the gold bag (very much true - winners tend to be same 6mans running their fotm setups), and currently lesser bags are very much "meh" to a majority of people - it's either Gold or "Nothing".

Also since it seems that gold bag bugs are still not fixed, it really hurts to spend a third of your day farming kills in one zone, then getting a bugged bag with 5 conq medals in it...

So, even with a "good" contribution you might still earn a blue or green bag, and the 30 or 20 medals within it feel like a proper reward. Heck, if you spend 20 hours in KV, but only get a white bag with 10 medals, it's still better than what currently you get from a white bag.

As for universal currency, devs have previously stated that they won't do it, citing that they might lose too much "control" over players, somehow about keeping RvR as it is and as the main focus of T4 endgameplay. Okay, I understand.
But I would still love the possibility of being able to do Scenarios (which I love) and earn RvR currency (with RvR and the daily zergfest being something that I love quite much less).
My "main" is currently a Witch Elf. I have ZERO place in a proper warband. Heck, I have "2nd rate dps" status in a meleetrain due to lack of medium armour, and my burst is something that essentially is on a 1 min cooldown. It is somewhat far from ideal pick if you want to partake in the daily "endgame lagfest" that is T4 during EU primetime. Sure, I can get some ganks on the occasion, but it can get pretty boring to roam big empty zones outside of primetime only to get roflstomped by larger groups; such is WAR and has always been. Which is why I love doing scenarios instead. Only however, Conqueror gear is superb in almost every way to Dominator sc gear.
If you somehow reconsidered the possibility of currency conversion, I would still be happy with a 1:10 conversion, meaning 10 conq emblems for one single medallion. Yes, I would rather earn 18000 Conq emblems from scenarios than earn 1800 Conqueror medallions doing orvr. But that's just me. :)

Daknallbomb
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#14 » Tue Apr 04, 2017 3:31 pm

Orvr brings a lot of fun. Meet nice ppl got nice fights or Just Making fun in the lakes. It Just rocks. And i dont give a **** about renown because Inc whipe. I dont give a **** about the items because the time will come and everybody will have The gear what they need.
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dansari
Posts: 2524

Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#15 » Tue Apr 04, 2017 5:19 pm

Daknallbomb wrote:Orvr brings a lot of fun. Meet nice ppl got nice fights or Just Making fun in the lakes. It Just rocks. And i dont give a **** about renown because Inc whipe. I dont give a **** about the items because the time will come and everybody will have The gear what they need.
I think most people agree with you, but if you're a casual player and you can really only afford to play 1-3 hours a day, every other day, it can feel like you're not progressing nearly enough (hell that's not nearly enough time to take a keep lord /s). And the current system is unabashedly unforgiving to those who are at the mercy of rngesus. With the understanding that conq gear is BiS for most classes, most players don't feel they are being rewarded for their efforts of 20h KV[TM]. +1 to the idea of implementing​ a ruin system into the orvr bag rolls. Then many more people feel like they "won" in my opinion. I also think the idea of adding guild pride type incentives and other carrots not tied to gear would be great. You could have carrots for different types of guilds (one for large guilds -maybe most time played or most players in an rvr zone in a month; another for hardcore guilds - most deathblows in orvr over the course of the month; another for roleplay guilds maybe? Most times you get /ignored by spamming WAAAAGGH in /say?).

You then reward these players by giving them some type of non-gear related item. Maybe they all get an appearance item for the month? Maybe they a noticeable pocket item? Maybe they get to turn into something or they get a pet, just for the month after they win? Then during that month you have a new competition focused around another statistic, whether guild-related, party related, solo related, etc.

You could then create "Nemesis" rewards that are tailored to counteract the current or former winners of the guild pride reward. Say the guild with the most deathblows gets the guild pride/realm pride reward (you get an item that turns you into a griffon for 5 min or whatever). Then the Nemesis reward would go to the opposing faction guild that gets the most deathblows on that guild (get an item that turns you into a drake).

Just ideas that could add more flavor to the current progression system/rvr system. No idea how hard they are to code or how long it would take.
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Telen
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#16 » Tue Apr 04, 2017 5:33 pm

Daknallbomb wrote:Orvr brings a lot of fun. Meet nice ppl got nice fights or Just Making fun in the lakes. It Just rocks. And i dont give a **** about renown because Inc whipe. I dont give a **** about the items because the time will come and everybody will have The gear what they need.
Problem is until that time everyones chained to their mains. I havent played my sm or sw since I started playing again because were all stuck on the treadmill. A treadmill where we go against the same groups on the same characters. Id love to play some lower tiers too but its wasted grind time.
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Daknallbomb
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#17 » Tue Apr 04, 2017 6:05 pm

Telen wrote:
Daknallbomb wrote:Orvr brings a lot of fun. Meet nice ppl got nice fights or Just Making fun in the lakes. It Just rocks. And i dont give a **** about renown because Inc whipe. I dont give a **** about the items because the time will come and everybody will have The gear what they need.
Problem is until that time everyones chained to their mains. I havent played my sm or sw since I started playing again because were all stuck on the treadmill. A treadmill where we go against the same groups on the same characters. Id love to play some lower tiers too but its wasted grind time.
Hmm thats not my feeling. Most time i play my Main that alrdy is Best in slot Equipped and rr nearly 75. But i still got fun to play em alot. And i love to meet the Same ppl its a Family flare thats cool. I play two alt chars both good Equipped and rr 5x and got fun with tham. Sometimes i solo sometimes i 6 man sometimes i wb sometimes i sc.
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drmordread
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#18 » Tue Apr 04, 2017 6:31 pm

I believe that just adding a conversion merchant, to go from Anni medallions to Conq would help relieve all the problems. Even at 10 to 1 it is still better. If you are worried about people who have hoarded stacks of anni and soldier medallions, don't; Most of them already have a min of three piece conq if not the full set. Or do a medallion wipe down to say a minimum of 500 medallions, which at a ten to one ration only gives you 50 conqs.

Also, ... I do like the idea of making RvR tokens like you have for Ruin.
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Wuhh
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#19 » Tue Apr 04, 2017 6:35 pm

Darosh wrote:In my opinion the biggest issue is the sentiment of new players.
Most haven't grasped yet that it is pretty much required to get into a proper guild, or atleast find a proper group to play with.
Communication is literally key to having fun in WAR, one way or another.
To me this sums up the idea of this game. It was always meant to be a team game, with cooperation, and communication. This game introduced itself as a game for Warbands- large scale team play. And when I play in warbands we often see one or more of our groups in the top 6 for contrib; not to say a 6man couldn't pip us to the post ofc.

Playing for many or few hours is a part of each Person's life, and is not down to the game itself. The fact that playing a short while rewards less than playing a long while, is fair. This was never a game where the 'end-game' rewards were easy to get (those old PVE King instances required a significant amount of collective cooperation, practice, and skill to complete - not to mention to get to the point of locking for a city siege).

Imo New players, and players who prefer to solo, not join a guild, run in pug groups not using comms need to think if this game is for them.

Join a guild that runs regular Warbands
Join the Warband when it's on
Play your class(es) and support the Team
Then...
Profit. and have a great laugh doing it

Daknallbomb
Posts: 1781

Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#20 » Tue Apr 04, 2017 6:53 pm

drmordread wrote:I believe that just adding a conversion merchant, to go from Anni medallions to Conq would help relieve all the problems. Even at 10 to 1 it is still better. If you are worried about people who have hoarded stacks of anni and soldier medallions, don't; Most of them already have a min of three piece conq if not the full set. Or do a medallion wipe down to say a minimum of 500 medallions, which at a ten to one ration only gives you 50 conqs.

Also, ... I do like the idea of making RvR tokens like you have for Ruin.
You can solve The problem If you dont See a Problem. Every dou can farm Medaillons easy. There is no problem to get conq stuff.. If you rly want it fast and you are greedy about it you can farm about 300 Medaillons per day in a duo or trio or with some Toons solo
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