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POLL - RVR - What would make you play more?

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Poll: Which of these would make you want to play more RVR

Remove nerf to PVE farming so you can get in the real action sooner.
48
12%
Remove nerf to RVR quest gold gain
8
2%
Increased XP/RR/Influence gain in the lower tiers (RVR/SC)
49
12%
Genesis drops in RVR (be it at a very low rate, not quite fortune set, but low)
35
9%
Conq gear drops from kills
75
19%
More viable gear options (Not more power creep, just more options for dif stat combinations)
49
12%
more medallion drops
59
15%
All of the above
34
9%
Other (comment below)
38
10%
Total votes: 395

dansari
Posts: 2524

Re: POLL - RVR - What would make you play more?

Post#101 » Thu Jul 20, 2017 9:12 pm

Morf wrote:Other, 5-1 up conversion of conq medals and emblems, purchasable subjugator weapons and genesis pieces with medals so you dont end up with 5 cloaks or 5 of the same genesis piece and lose any desire to rvr tnx to rng(which is why i no longer bother doing rvr on my shaman and which will no doubt have the same outcome when i get the medals needed for full conq on my sh).
Lastly more then 1 open rvr zone so you have the option to knock on a keep door in the zone away from the zone which has 400 aao and zerg balls everywhere you step, making them split there forces or face losing a zone, same system that worked on live to stop or slow down a city push.
Instead of purchasable, I would rather see genesis, subj, and conq (and all future gear sets) all move to a ruin fragment system.

Also, I don't agree with more than 1 zone open at a time. T1 implemented that and it immediately became a situation where order went to elf, and destro went to dwarf.
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Penril
Posts: 4441

Re: POLL - RVR - What would make you play more?

Post#102 » Thu Jul 20, 2017 9:35 pm

Morf wrote:
Lastly more then 1 open rvr zone so you have the option to knock on a keep door in the zone away from the zone which has 400 aao and zerg balls everywhere you step, making them split there forces or face losing a zone, same system that worked on live to stop or slow down a city push.

I would only agree with this if we ever get State of Realm working (or a similar addon) so we can actually notice when a keep is under attack and we at least have a chance to defend it. Else people will just take empty keeps in empty zones (like they did before).

User avatar
Morf
Posts: 1247

Re: POLL - RVR - What would make you play more?

Post#103 » Thu Jul 20, 2017 9:43 pm

dansari wrote:
Instead of purchasable, I would rather see genesis, subj, and conq (and all future gear sets) all move to a ruin fragment system.

Also, I don't agree with more than 1 zone open at a time. T1 implemented that and it immediately became a situation where order went to elf, and destro went to dwarf.
Fragment system would still require rng, it would be an improvement tho. The thing for me is that if rng fails u time after time you cant go full grind mode to get what you want like you can with conq/dominator and sc weapons.

I can understand the nature of players wanting to take the easiest route to capturing a zone so more then 1 open zone may be an issue however capturing a t4 zone isnt easy, if for example the "zerg zone" had odds of 80 v 30( which is quite common for early eu afternoon times) and say 15 of the 30 decided to knock on a keep door in an empty zone it would take them a long time to get the keep to rank 1, knock down both doors and then kill the keep lord, plenty of time for a small portion of the 80 to come and defend, the 15 would them be able to hurry back to the "zerg zone" where the odds of 80 v 30 may be 60 v 30 or even better giving them more of a chance to defend the keep, and if none of the 80 came to defend then you have just lost a zone which means the zerg side gained no advantage having the extra numbers as both sides gained a zone, further more rewards for empty keep/zone locks are so bad its off putting anyway.
Bottom line a system where you are not all crammed into a single zone forced to play zerg wars to win, im sure im not alone in wanting some sort of pvp that requires a full use of your abilities and skill instead of just a few aoe skills.
I do understand that NA times are alot different from what i generally experience during eu time zones so not everyone sees the zerg ball rvr where every player is following each other, zerging bo - bo killing everything that dares hold them up in there goal of zerging there way to the zone lock.
Penril wrote:
Morf wrote:
Lastly more then 1 open rvr zone so you have the option to knock on a keep door in the zone away from the zone which has 400 aao and zerg balls everywhere you step, making them split there forces or face losing a zone, same system that worked on live to stop or slow down a city push.

I would only agree with this if we ever get State of Realm working (or a similar addon) so we can actually notice when a keep is under attack and we at least have a chance to defend it. Else people will just take empty keeps in empty zones (like they did before).
You make a good point, at some point in the past i believe keep claiming allowed the guild who claimed the keep to get a number check of players if a door was attacked, this would prolly help if more then 1 zone was open at a single time however im sure no keep take will go unnoticed and even if it did then that is the fault of the side not being smart and keeping tabs on all the zones, basically deserving to lose a zone if you neglect it.
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Penril
Posts: 4441

Re: POLL - RVR - What would make you play more?

Post#104 » Thu Jul 20, 2017 9:47 pm

Keep takes went unnoticed on live with thousands of players (remember ninja'ing a keep, bringing down both doors with a 6-man, then announcing "come to X quickly, both doors are down"). I'm sure they would go unnoticed here with 600 (and around 100 in NA time).

Talking about 1.3.6 of course.

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th3gatekeeper
Posts: 952

Re: POLL - RVR - What would make you play more?

Post#105 » Thu Jul 20, 2017 9:55 pm

dansari wrote:
Morf wrote:Other, 5-1 up conversion of conq medals and emblems, purchasable subjugator weapons and genesis pieces with medals so you dont end up with 5 cloaks or 5 of the same genesis piece and lose any desire to rvr tnx to rng(which is why i no longer bother doing rvr on my shaman and which will no doubt have the same outcome when i get the medals needed for full conq on my sh).
Lastly more then 1 open rvr zone so you have the option to knock on a keep door in the zone away from the zone which has 400 aao and zerg balls everywhere you step, making them split there forces or face losing a zone, same system that worked on live to stop or slow down a city push.
Instead of purchasable, I would rather see genesis, subj, and conq (and all future gear sets) all move to a ruin fragment system.

Also, I don't agree with more than 1 zone open at a time. T1 implemented that and it immediately became a situation where order went to elf, and destro went to dwarf.
This would get me playing again. I would also love if they could somehow make 2 versions of each set. Conq with some offensive stats and Dominator with some defensive stuff. Just more options overall.
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Jaycub
Posts: 3130

Re: POLL - RVR - What would make you play more?

Post#106 » Thu Jul 20, 2017 11:08 pm

Taking undefended keeps was perfectly fine. The difference is keeps represented, and zones themselves represented the path to which a realm unlocked the endgame forts and city seiges. Leaving a keep undefended and not having the communication and scouts in place to deal with it was punished with the loss of territory and moving the campaign closer to them in the pairing tug of war.

On this server you got to remember there is no endgame, zone flips are literally the defacto city 3rd stage atm. So yes taking a keep PvE right now can pretty much be seen as pveing Franz or tcharzenetch (?) For sovereign gear and is a problem. But a problem that I think won't exist once cities are back in place and keeps go back to serving their original function. Same with the current single pairing active zone system.

Really conq gear shouldn't of even been rolled out till forts where implemented or some other intermediary substitute for pairing locks.
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kirraha
Posts: 304
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Re: POLL - RVR - What would make you play more?

Post#107 » Thu Jul 20, 2017 11:59 pm

Quicker lock. When the keep is taken the zone locks, end of story. All happy.

Also the impossible way to get ranked quickly is pretty annoying. Every good way has been fixed to force ppl grind and grind and grind.

Im glad ruingear is still pretty easy to get but the time its taking for us to get conq is just silly imo. Even more grinding here. Long grinding and those in pugwb is just even harder work. Id rather have it like during live.

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Gerv
Banned
Posts: 811

Re: POLL - RVR - What would make you play more?

Post#108 » Fri Jul 21, 2017 12:00 am

I believe the up conversion and alternative ways to RNG / dupes would be helpful as others have pointed out. For example, increasing the number of conquerer medallions given as the reward in the bag, i.e. greater than 5. Players have still put the work in, to get the bag and are reasonably compensated.

To impliment a suedo end game with a drive the developers could consider integrating the previous currency that was awarded for complete lock of all zones as an alternative currency to purchase the existing BIS endgame items: either concourer / subgigator weapons or as a currency to purchase unique appearance items from sets not yet implemented. This would add an incentive to push the campaign, actively defend and attack in RvR zones.

A development like this could be coupled with a Return to War server event, with associated quests to take keeps/kill lords/kill players, visit / capture Battlefield objectives.
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dansari
Posts: 2524

Re: POLL - RVR - What would make you play more?

Post#109 » Fri Jul 21, 2017 12:08 am

Absolutely I agree. Increase the conq medallions in each bag (I would still make it ruin fragment esque), plus no multiple zones open until cities.
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Darosh
Banned
Posts: 1197

Re: POLL - RVR - What would make you play more?

Post#110 » Fri Jul 21, 2017 1:05 am

Gerv wrote:
Spoiler:
I believe the up conversion and alternative ways to RNG / dupes would be helpful as others have pointed out. For example, increasing the number of conquerer medallions given as the reward in the bag, i.e. greater than 5. Players have still put the work in, to get the bag and are reasonably compensated.

To impliment a suedo end game with a drive the developers could consider integrating the previous currency that was awarded for complete lock of all zones as an alternative currency to purchase the existing BIS endgame items: either concourer / subgigator weapons or as a currency to purchase unique appearance items from sets not yet implemented. This would add an incentive to push the campaign, actively defend and attack in RvR zones.

A development like this could be coupled with a Return to War server event, with associated quests to take keeps/kill lords/kill players, visit / capture Battlefield objectives.
Adding Subjugator/Conquerer/Genesis to the Imperator/Overlord vendors, and allowing to purchase those items with a set amount of T4 AND T3 seals would promote debolstering and populating lower zones, whilst giving players a chance to circumvent RNGesus and all the other nasty things - additionally, the infrastructure that is already in place could be re-utilized with little-to-no effort, and it'd just tamper with the RNG, not the timesink.

Abbd.: I think most players do not regard the Imperator/Overlord stuff - that essentially comes down to a grind that's duration can atleast be estimated for the most casual of players - worth the effort, it lacks the BiS/prestigious status the Conquerer/Subjugator/Genesis stuff has acquired by virtue of the community being upset about the ways this gear is being distributed; due to frequency and relevancy in the chats, rather than in terms of math.
Last edited by Darosh on Fri Jul 21, 2017 1:16 am, edited 4 times in total.

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