Bozzax wrote:You design RvR where the larger force needs to be at multiple places and defend (domination locks)
Where blob = fail
Yeah this is really tough... For ALL of this, I think you need to look at "reward the behaviors you want to see" Gaming populations are VERY good about finding the "most efficient way" to get to any end goal. Thus if the GOAL is gear, people find ways in the current system to get gear the fastest...
Since gear is really only obtained through "zone locks" this is where 1 problem occurs... Because you give rewards to the winners (no matter the population) as well as the losers (no matter the population) this causes players to want the fastest zone locks possible... which leads to 1 side zerging and 1 side just trying to get contribution where ever they can, while not STOPPING the zerg from locking the zone... because allowing them to lock benefits both sides.
You cant remove "defender" rewards.. because you need defenders to stay and put up a fight.
You cant remove "offense" rewards.. because they are the ones who HAD to rally to take the keep and lock the zone...
So I dont know the best solution honestly... I think we need to stop trying to say (though) "live was this way" or comparing this to "live". This is part of the problem IMO. We need to think outside the box and we also need to stop the mentality of "premade or bust" either.
I could spitball solutions but I havnt fully fleshed anything out - other than what I posted in 2 other threads about RVR. I can speak personally. The TWO issues I have with RVR:
- Time
- Population
I personally dont always have a solid chunk of time to play games. Especially being NA. I largely feel like RVR is "gated" for me to play and the only times I chance rewards are late NA times when order zergs, and its like 10 destro players capping random BOs to try and get a chance at gold/purple bags... but were not really "playing RVR" rather... just trying to get contribution for bags.
The times I DO have time to play, there isnt always anything going on... 1 week ago (Wednesday Night) I actually did have 3-4 hours to sit down and tried to do CW. I was there from the start, and wrote all about it in my other thread... Not many were on. So TIME wasnt an issue, but population was... I largely felt frustrated with the whole thing.
If I were a DEV I would be looking into these "player experiences":
- Hard Touch systems vs Soft Touch systems
- Small time chunks vs Large time chunks
Every gaming experience and gamer can be broken up into these categories.
"Hard touch" is basically "raid times". We have this now. Guilds schedule full on RVR Warbands to lock zones. That works fine.
"Soft Touch" systems are places where players can log in, and dont HAVE to play with anyone else to be able to feel they can "efficiently" play the game. More like "grouping is optional". This is IMO where ROR is lacking.
Small time chunks - are when a player has <30 min to play. What can they do? How do they get rewarded?
Large time chunks - when a player has hours to play. what can they do? How do they get rewarded?
Right now, the game is structured to be VERY "hard touch" as well as "large time chunks". So its alienating players in those other camps... It also doesnt help that many of the combat mechanics themselves are all "hard touch" systems... Based on my thread about a guard rework, it seems the general population is close minded to trying to change that system to be less "hard touch" and more a "middle ground" - something that both player types can use and enjoy.
For "time chunks" we have RVR and SCs. Which is GREAT! The problem with these, is the gear is mutually exclusive. This is where a currency trade (imo) is needed. To allow players to "progress" towards whatever they want, via EITHER method. If someone wants Conq gear, they are FORCED to play "hard touch/long time chunk" gaming when they may only have 30 min to play - this often leads to someone NOT playing.
SCs would need a rework as well. Splitting things up where there is some "emphasis" put on the "hard touch" system - aka premades. I would strongly incentive 6 mans to que for premade only maps - like Caledor and I would HEAVILY reward that map. Disallow solo players to que for it. Make it a 6 man only map where wins could give 2x-3x the emblems. Stuff like this.
So here is what I see:
- SCs. Restricted via "hardtouch" combat systems (i.e. - Guard) however true hard touch SOCIAL systems are not promoted enough (rewards) and there is not much encouragement to try and have "competitive" games - common to see uneven games and premades roll over PUGs. Its a GREAT "small time chunk" system and if SOME of the "hard touch" combat mechanics were adjusted.... SCs could provide BOTH: Soft Touch + Hard touch social systems + short time + long time systems. (Good for ANY type of player).
- RVR. Heavily restricted via "hardtouch" combat and social systems as well as "time" restricted. Its GREAT when you have time + population but there is zero "soft touch" or is there ANY "small time chunk" here... Which is OK... However this could be improved by having "time limits" on zones so that a player who gets on and has 30 minutes, COULD see "a zone <30 min to end" and join RVR. So this removes SOME of the restriction of "time". Then also creating a better "system" in which players can mount defenses against premades - like a Nordenwatch (where I have seen premades LOSE by zerging) would make it more "favorable" to the "soft touch" social systems players. So now RVR is available to ALL player experiences: Soft + Hard touch in Small OR large chunks of time.
Ill stop here. I realize I said a lot without really saying a lot... but this is the direction the game needs to go and the only way to do this is to be very objective and have everyone check their egos at the door to have serious conversation (something I dont see happening). There are DEVs and players who have come across to me as not giving a flying F about certain player groups (like soft touch social systems) nor do they care about certain types of PVP (like SCs) which give you the "short time chunks".... Which is what has created a massive problem since now its a game that caters to the "hard touch" system + long time chunk players - of which (IMO) make up the minority of all PVP players (generally speaking) which MAYBE ROR is more heavily made up of that player base... but I would wager, that isnt because of the game itself but because the player who are NOT that way, have LEFT.