This is the key. I mainly play SCs and have played a TON and a TON of SCs... I look across all the games I have played. When I am solo Queing, Duo Quing, in a 6 man, and AGAINST PUGS/Premades.Collateral wrote:Yes, that's why BOs need a redesign badly. I think everyone in this thread, and hell almost everyone in the game would agree with that. Do an experimental mode for a couple of weeks, this is a test server and ALPHA server, it says it in big red letters. You can also post a message upon login to the players, you know the stuff you see in the chat. That might also encourage people to actually think about this, and who knows what kind of ideas we would get.
There is a common theme I see... In maps with multiple BOs (Nordenwatch, Gates, Reikland, etc.) due to not having lock timers on the map, when the enemy zergs, you can easily just follow their zerg and cap all the BOs. I cant tell you how many times I have beaten a larger zerg (and premades too) by literally just going behind them and capping.
The key: No lock timers + finite "end" to the zone (BOs tick towards points).
However we walk over to RVR and the wheel was "re-invented" somehow, and doesnt work the same way, yet is supposed to be better?
Think about what would happen to Nordenwatch, or ANY of those SCs, if there were even a 30 second lock timer put on the BO and then ONTOP of that... A "contested" period. All that would do is kill those "anti-zerg" maps.
Now, there is 1 difference. RvR is HUGE, SCs are small. So the time it takes a "zerg" to get from 1 BO to another in SCs is like 15 seconds... Where as the time it takes to get from 1 BO to the other in RVR is like 45 seconds (on average maybe).
Also I get it not being "fun" to merely sit AT BOs the entire time, fearing that it will get flipped. Nobody wants to sit AFK on a BO because they are "defending it".
So we have a balance between: "splitting up the zerg" and "making it fun".
This is where, I think you CAN have a balance..... I have detailed this out before, but I really think this would be something worth TRYING.
CHANGES:
- The "2:00 resource counter (or whatever that thing is called) is now 5:00 (you can play with this)" You will get 2% for every BO you own and you will also -2% from the enemy for every BO you own - when the timer counts from 5:00 down to 0:00". So holding 2-2 would be a tie and net zero change. Owning all 4 BOs when this ticks down, would give you +8% and enemy -8%. 3-1 would be (+4% and -4%). (Which means if you can average 3-1 every 5 minutes, itll take 1 hour to tick to 100%, from 50%). (See other point about getting to 100%).
- BOs should work like SC BOs. You stand NEAR it, without any opposition, and it will go from "Enemy-owned" to "neutral" to "you own it". I would likely increase that timer from SC timers (you can mess with this a little to find a sweet spot). This is key - it avoids "ninja" takes and also allows 1 man, or 1 party to "last stand" against a larger force and merely hold off the force for the "tick". With the current system, its much harder to stop a zerg from having 1 guy cap AND try and stay alive. This would create EPIC moments of BO defense.
- You now get ZERO (ZERO ZERO ZERO) contribution for merely capping a BO. You will get the contribution, when that timer ticks down from 5:00 to 0:00 and if you are standing ON a BO that you own (whether it was recently flipped or not). This contribution, will NOT be split by the # in your party and it will also be shared across the entire RVR lake to anybody in your warband. So to completely "MAX" contribution from any 5:00 tick, youll want a party from your warband to be located at all 4 BOs. As long as 1 person is on the BO when it ticks, the entire warband gets "credit" for that tick. This promotes splitting up the zerg, promotes warbands, and promotes LAKE-WIDE RVR.
- The "zone control" % doesnt stop at 80%. It can tick all the way to 100%. Once this happens, if the keep lord is not killed yet, it will LOCK all BOs for 30-45 minutes (for that faction that got to 100%). This provides them a window in which to focus on killing the Lord without interruption holding BOs. This also forces defenses to defend the Lord - rather than hop around avoiding the enemy capping BOs. When the Lord dies (in this scenario) the zone locks. Bags are paid out.
- IF, on the other hand, the defense is successful and the Lord does NOT die within that allotted time. The zone will "lock" as a DEFENSIVE lock and "reset" back to a Contested zone with all 4 BOs neutral (basically a full RESET of the zone @ 50-50 to start it over). This defensive lock will also pay out bags to both sides.
- To counter Xrealm. Whenever you enter the lakes, you will now get a debuff that prevents all contribution from being earned UNTIL you get one of those "BO Ticks" (for holding the BO). How this counters Xrealm is if 1 side gets to 100% zone control, the BOs lock, so literally any new players just now arriving to defend the Keep (or attack the keep) wont get ANY benefit from doing so - because there are no BOs to cap to remove the debuff. So if you want to Xrealm, the only shot you have, is to Xrealm in the 90%s and hope you get a BO tick, to then remove that debuff so you can earn contribution (and be eligible for bags). This will greatly reduce Xrealm (I think).
- If the Keep Lord is killed PRIOR to a zone getting to 100% (this is route #2 to win). Then you can keep the current mechanics of "your faction no longer LOSES -2% for each BO owned by the enemy. Meaning if you own 2 and they own 2 its a +4% for your faction).
- Bag/Loot Change: The # of bags that drop (and the # of quality) should be directly tied to the LENGTH of time of the RVR lake. If a giant zerg comes in and flips the zone in < 1 hour. The bag payout should be VERY minimal. (Similar to SCs requiring it to tick down past 9:00 to get full 6 emblems). Something like this, im sure you could even add a populaton requirement. This formula is where you can get creative in determining conditions of payouts. But anything < 1 hour (maybe even 90 minutes) should give ~ half the rewards. (basically a 3-1 cap from 50% -> 100% takes 1 hour, then Keep takes 15+ minutes. So 90 minutes is really the fastest you can lock a zone WITH a "small amount of defenders") If you 4-0 the BOs itll take you 30 minutes to 100%, then Keep = 15+ minutes so you COULD flip a zone in 1 hour... But that would be no defense....
OPTIONAL CHANGE: Create a -AAO mechanic that will provide - EXP/Renown gain for the side that has a larger force. This discourages massive 150 vs 25 battles or whatever (as well as the above).
I would love to see a system like this in place as I think it would solve A LOT of the RVR problems.