
Is oRvR too Objective Oriented? (Increase Renown For Kills)
Re: Is oRvR too Objective Oriented? (Increase Renown For Kil
i like that, i also feel like we should lose a bit of RR when dying 

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Re: Is oRvR too Objective Oriented? (Increase Renown For Kil
I see a lot of situations where premades play cutoff when they really need to be helping the actual keep take/BO's, or are spawn camping/ out in the boonies. Changes to kill RR would only encourage that more.
I guess that is more of a individual/player problem rather than one that can be blamed on the system itself. That doesn't really merit changing the system to force these players to play "correctly" though you are right.
I guess that is more of a individual/player problem rather than one that can be blamed on the system itself. That doesn't really merit changing the system to force these players to play "correctly" though you are right.
♂ ♂ ♂ <Lords of the Locker Room> ♂ ♂ ♂ <Old School> ♂ ♂ ♂
Re: Is oRvR too Objective Oriented? (Increase Renown For Kil
Yes then we can have a RR ladder and it will mean something :^)backrow wrote:i like that, i also feel like we should lose a bit of RR when dying
♂ ♂ ♂ <Lords of the Locker Room> ♂ ♂ ♂ <Old School> ♂ ♂ ♂
Re: Is oRvR too Objective Oriented? (Increase Renown For Kil
First, let me get this accross, I never suggested one playstyle is better then another. Those not afking at the keep take are playing the game they like more power too them. I'm not suggesting we do anything to lessen their rewards. I don't want to force anyone to play only one way. My problem with how it is right now the system is forcing you to play one way, take keeps. If you want the best renown you take keeps and BOs as quickly as possible the less resistance the better or you que SCs. I want options.Jaycub wrote:I see a lot of situations where premades play cutoff when they really need to be helping the actual keep take/BO's, or are spawn camping/ out in the boonies. Changes to kill RR would only encourage that more.
I guess that is more of a individual/player problem rather than one that can be blamed on the system itself. That doesn't really merit changing the system to force these players to play "correctly" though you are right.
In regards to your cuttoff concerns,
Playing cutoff is highly important in helping defend or take a keep. If your playing cut off between a keep and the warcamp, you holding back attackers. This allows those defending the keep to have less number to fight and makes it easier for them to push the attackers off.
This also works in reverse, if you hold back defenders, this makes taking the keep easier because attackers have less defenders to fight.
On live we use to hold back a warband or more of playings between the Warcamp and keep. That was a warband of players not attacking the keep. We were defending, we just weren't doing it inside the keep walls.
Re: Is oRvR too Objective Oriented? (Increase Renown For Kil
I meant playing cutoff badly, like I see some groups playing at burning buildings on the way to STK and they are killing maybe 1 or 2 lowbies here and there while the Russian sorc premade is decimating the pug groups, when all they needed is for those groups at burning buildings to stop wasting time and help out.
I am not saying that one playstyle is better than the other, but certainly there is more room for error on the part of guild/premades/solo/groups as in what they can do to either not help at all or abuse a system.
at this point I agree with your OP 100%, everytime I post it feels like I am digging myself into a hole (and its my own fault)
carry on :^)
I am not saying that one playstyle is better than the other, but certainly there is more room for error on the part of guild/premades/solo/groups as in what they can do to either not help at all or abuse a system.
at this point I agree with your OP 100%, everytime I post it feels like I am digging myself into a hole (and its my own fault)
carry on :^)
♂ ♂ ♂ <Lords of the Locker Room> ♂ ♂ ♂ <Old School> ♂ ♂ ♂
Re: Is oRvR too Objective Oriented? (Increase Renown For Kil
I don't know about it fixing anything. But man, the rewards for kills are low...
Sometimes rewards doesn't even come, when you get it, it's like 30 renown.
I'd really like to know if the renown gain from kills is the same as it was on live, maybe I feel it's differente cause we played a lot of T4 back then.
Sometimes rewards doesn't even come, when you get it, it's like 30 renown.
I'd really like to know if the renown gain from kills is the same as it was on live, maybe I feel it's differente cause we played a lot of T4 back then.
Vanhorts
Re: Is oRvR too Objective Oriented? (Increase Renown For Kil
Here is my man!Azarael wrote:You need to nerf down the rewards for taking BOs and keeps, and increase them when fighting is going on in the zone.
Yes, the players might not notice the 2000 Renown from 50 different fights, but they will DEFINITIVELY notice that the purple numbers for the keep flip have gone from 400 to 40

Also, they will notice that their renown rank bar change faster when there is heavy fighting... Right now, two days ago we practically put the server on its knees during the Thunderers/Krumlok event... and my RR bar barely moved.
Not only is flipping empty keeps vastly more efficient for XP, INF and RR gain... it also dramatically cut down the lag...
No surprise we are at it 24/7
Frielda
PS I think RvR INF should only come from PvP kills, just increase the pitiful amount it's giving right now and take it off the keep/BO: RvR INF rewards are PvP-oriented
“You go to WAR with the Pugs you have, not the Premades you might want or wish you had”
Re: Is oRvR too Objective Oriented? (Increase Renown For Kil
I remember on live people flocking to a keep defense because a keep defense was amazing renown...from killing the people attacking it.dkabib wrote:I don't know about it fixing anything. But man, the rewards for kills are low...
Sometimes rewards doesn't even come, when you get it, it's like 30 renown.
I'd really like to know if the renown gain from kills is the same as it was on live, maybe I feel it's differente cause we played a lot of T4 back then.
From my personal experience I've noticed: I'll play in a roaming group for 6 hours (5 pm - 11 pm est) doing open world pvp. I'll turn in the kill 150 people multiple time, I won't even get a full renown rank (My renown is in the middle 20s). It's fun, that's why I do it, but if I was only motivated by rewards, it's horrible.
I get more renown taking the premade into an SC, rolling over the other team in 8 minutes, than I get from an hour of open world.
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Re: Is oRvR too Objective Oriented? (Increase Renown For Kil
I know how it feels. Unfortunately sitting at BOs gives more.Azuzu wrote:I remember on live people flocking to a keep defense because a keep defense was amazing renown...from killing the people attacking it.dkabib wrote:I don't know about it fixing anything. But man, the rewards for kills are low...
Sometimes rewards doesn't even come, when you get it, it's like 30 renown.
I'd really like to know if the renown gain from kills is the same as it was on live, maybe I feel it's differente cause we played a lot of T4 back then.
From my personal experience I've noticed: I'll play in a roaming group for 6 hours (5 pm - 11 pm est) doing open world pvp. I'll turn in the kill 150 people multiple time, I won't even get a full renown rank (My renown is in the middle 20s). It's fun, that's why I do it, but if I was only motivated by rewards, it's horrible.
I get more renown taking the premade into an SC, rolling over the other team in 8 minutes, then I get from an hour of open world.
I don't see the reduction from objectives necessary, but an increase for kills. Not only with AAO.
Vanhorts
Re: Is oRvR too Objective Oriented? (Increase Renown For Kil
keep should give a bit, sure, but if the fighting is worth mostly the same (or more) when it's all said and done, I firmly believe that most people will choose the reason for us to play this game: PVP. right not for many taking an easy way out is simply more effective and actual fighting is much less so (fun non-withstanding).
and i really do think losing a small part of your RR upon dying is a good idea. (maybe not in SCs as those can become a spawn camp quite easily and ppl would then not take the risk of getting down from the spawn if overwhelmed).
and i really do think losing a small part of your RR upon dying is a good idea. (maybe not in SCs as those can become a spawn camp quite easily and ppl would then not take the risk of getting down from the spawn if overwhelmed).