The change in a vacuum is fine, more opportunities throughout the day to get invader tokens is a good idea, but the meta that's settled around it of both sides sitting on their heels on the 50-yard line because it's more lucrative to defend than attack has really harmed participation in RVR and had repercussions on gearing up all the way down to getting T2 oRVR gear. It's been an extremely frustrating time for my characters in the high teens and low twenties, since even just going to an empty midzone and doing supply drops and small-group scuffles gets you yelled at for being a cross-realmer who's trying to push to order endzone to help them farm invader.Sonnenritter wrote: ↑Sun May 03, 2020 1:44 pmYou added in a new part of your post, so to that I say... huh? Yes, I am new somewhat similar to how you are. You just started to play 6 weeks ago according to what you said. I originally made an account a few years ago but never got beyond a few levels because it was in a rougher state then and not nearly as populated as today. I came back during the population explosion. I am loving the game. I didn't enjoy waiting for what I consider to be boring fortresses anyway.
Also, I am not "supporting the change alone". There are other people who like the change as well. Again, you love to lie. I don't think it's possible for you to make a post without lying.
new invader farming
Re: new invader farming
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Re: new invader farming
Agreed. Xrealm is allowing for those sort of exploits. Would also suggest harder realm lock.Mistdancer wrote: ↑Fri May 01, 2020 3:50 pm We can discuss endlessly and share great ideas on how to fix this and make it more reasonable etc, but the elephant in the room was, is, and will probably remain, one and the same.
Xrealming.
Implement a hard, IP based, realm lock, and watch magic happen before your very eyes.
- Sonnenritter
- Posts: 12
Re: new invader farming
It's not perfect, but it feels like an improvement on the previous system to me and Yaliskah has acknowledged that there are adjustments to be made so I'm happy with that. I'd definitely like to see attackers rewarded more than they are currently.jimpjorps wrote: ↑Sun May 03, 2020 2:09 pmThe change in a vacuum is fine, more opportunities throughout the day to get invader tokens is a good idea, but the meta that's settled around it of both sides sitting on their heels on the 50-yard line because it's more lucrative to defend than attack has really harmed participation in RVR and had repercussions on gearing up all the way down to getting T2 oRVR gear. It's been an extremely frustrating time for my characters in the high teens and low twenties, since even just going to an empty midzone and doing supply drops and small-group scuffles gets you yelled at for being a cross-realmer who's trying to push to order endzone to help them farm invader.Sonnenritter wrote: ↑Sun May 03, 2020 1:44 pmYou added in a new part of your post, so to that I say... huh? Yes, I am new somewhat similar to how you are. You just started to play 6 weeks ago according to what you said. I originally made an account a few years ago but never got beyond a few levels because it was in a rougher state then and not nearly as populated as today. I came back during the population explosion. I am loving the game. I didn't enjoy waiting for what I consider to be boring fortresses anyway.
Also, I am not "supporting the change alone". There are other people who like the change as well. Again, you love to lie. I don't think it's possible for you to make a post without lying.
Re: new invader farming
Excellent changes, thanks for listening to and considering the feedback from your community- Lower end zone defense bonus reward to 2 invader medallions
- Require vanquisher tome unlock to get end zone defense reward
- Exclude lowest 25% of contributors from end zone defense reward
- Add 1 Invader medallion to purple & gold RvR bags if you have the Vanquisher armor set tome unlock
- Add 1 Royal crest to purple & gold RvR bags if you have the Invader armor set tome unlock
Last edited by IAko on Sun May 03, 2020 2:28 pm, edited 1 time in total.
Re: new invader farming
So a bunch of people are happy and a lot are not happy = this change is totally fine ?
Re: new invader farming
Big up the devs for the changes, nice1
I'm sure there was some spirited discussions between everyone on how to go about the hotfix, anything that needs changing going forward can be easily tweaked but I really think these new changes are going to work out very nicely.
I'm sure there was some spirited discussions between everyone on how to go about the hotfix, anything that needs changing going forward can be easily tweaked but I really think these new changes are going to work out very nicely.
Dirkfunk - 83 Runepriest
Dwyur - 82 Sorc | Deloused - 70 DoK | Durtknap- 64 Choppa
Dwyur - 82 Sorc | Deloused - 70 DoK | Durtknap- 64 Choppa
Re: new invader farming
I like the change, i already grinded a few characters on both factions previously under the old system which was very tedious even more so under the fresh wave of new players and then que issues and overpopulating defences making fortresses boring asf and tedious if not broken.
Old system best way to farm was during NA time due to imbalance in population which made forts a certainty and more often than not a success for destro due to the numbers imbalance. Before that system there was other systems that was even easier to farm and got nerfed over time due to their own respective issues. Not everybody can play during NA hours, it punished casual players or even non casual EU players who are on a fixed schedules...
Current system gives flexibility and will allow people with limited time more chance / opportunities to gear up... it eliminates "wait in que for forts" or fort leaching / throwing... that is positives, everyone is very knee jerk as they so often are in MMO (doom sayers) the world is ending!!!!! So I think the system is more fair to all time zones now due to the changes and not heavily biased/favoured to off peak time zones like in the past which is only a good thing.
Once things are settled down after two weeks then you can fairly see / adjust ... any new problems which arrise from new system. Once the casual players have got their gear and more on a par with older veterans (which is another good thing of closing the gear gap imo) people might be incentivised to attack even more.
The main issue is the reward system and right now is just ripple effects of fixing the old problem of fortress wall "gating" non end gear (invader not completely but mostly trash for most classes and now the jewl is trash because of the clash with sov)
Other issues is middle zones and incentives and prior zones generally speaking... or lack of alternative ways to accquire "gated" gear... like making daily kill quests for invader, making invader small % drop on kills of high RR targets... this would of been other ways to improve activity. This current change as improved activity in defenders, this prevents throwing atleast... people going to complain about x realm with conspiracy theories, if total min max you can do this... but alot simply do not simply play unless chance of a reward. (Its why t4 end zones/forts/cities much bigger population than t2/t3)
Give it time, tweak where its needed, more carrots evenly spread out more activity. Before this change people would of thrown defences, then thrown fort, then do cities... I like cities I want to farm sov so i know its cost, this should be more rarer as a result now destro as a reason to defend and some "realm pride" ... people will adapt to whatever system is in place, I just think its fairer for everyone that invader isn't so gated like previously (sov is still gated as it should be as its end game, and forts/cities more rare as a result)
Its a step in the right direction that just needs to iron out the kinks
Old system best way to farm was during NA time due to imbalance in population which made forts a certainty and more often than not a success for destro due to the numbers imbalance. Before that system there was other systems that was even easier to farm and got nerfed over time due to their own respective issues. Not everybody can play during NA hours, it punished casual players or even non casual EU players who are on a fixed schedules...
Current system gives flexibility and will allow people with limited time more chance / opportunities to gear up... it eliminates "wait in que for forts" or fort leaching / throwing... that is positives, everyone is very knee jerk as they so often are in MMO (doom sayers) the world is ending!!!!! So I think the system is more fair to all time zones now due to the changes and not heavily biased/favoured to off peak time zones like in the past which is only a good thing.
Once things are settled down after two weeks then you can fairly see / adjust ... any new problems which arrise from new system. Once the casual players have got their gear and more on a par with older veterans (which is another good thing of closing the gear gap imo) people might be incentivised to attack even more.
The main issue is the reward system and right now is just ripple effects of fixing the old problem of fortress wall "gating" non end gear (invader not completely but mostly trash for most classes and now the jewl is trash because of the clash with sov)
Other issues is middle zones and incentives and prior zones generally speaking... or lack of alternative ways to accquire "gated" gear... like making daily kill quests for invader, making invader small % drop on kills of high RR targets... this would of been other ways to improve activity. This current change as improved activity in defenders, this prevents throwing atleast... people going to complain about x realm with conspiracy theories, if total min max you can do this... but alot simply do not simply play unless chance of a reward. (Its why t4 end zones/forts/cities much bigger population than t2/t3)
Give it time, tweak where its needed, more carrots evenly spread out more activity. Before this change people would of thrown defences, then thrown fort, then do cities... I like cities I want to farm sov so i know its cost, this should be more rarer as a result now destro as a reason to defend and some "realm pride" ... people will adapt to whatever system is in place, I just think its fairer for everyone that invader isn't so gated like previously (sov is still gated as it should be as its end game, and forts/cities more rare as a result)
Its a step in the right direction that just needs to iron out the kinks

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Wamizzle Guild Leader [The Unlikely Plan]
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Spoiler:
Re: new invader farming
THE problem was made with city siege & gear reward.
Who ever grind warlord if you can afford with the SAME currency sov gear???
Imo they should have add warlord gear with gold / purple (?) bags , 70+ renow NO TOK, sov gear with royal crest , invader tok.
Who ever grind warlord if you can afford with the SAME currency sov gear???
Imo they should have add warlord gear with gold / purple (?) bags , 70+ renow NO TOK, sov gear with royal crest , invader tok.
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Re: new invader farming
Rejoice:
- Lowered end zone defense bonus reward to 2 invader medallions
- Require vanquisher tome unlock to get end zone defense reward
- Exclude lowest 25% of contributors from end zone defense reward
- Add 1 Invader medallion to purple & gold RvR bags if you have the Vanquisher armor set tome unlock
- Add 1 Royal crest to purple & gold RvR bags if you have the Invader armor set tome unlock
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Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing 19 classes - running out of char slots * * *
Live: Karak Izor -> Karak Norn - Yarpaen IB, Ginnarr SL, Volundr ENG +Ithilmar's Chosen+
* * * playing 19 classes - running out of char slots * * *
Re: new invader farming
Sorry i mean gold/purple on city siege only.
So you have to rush to city, at least
So you have to rush to city, at least
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