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Re: Official T2 RvR Solution Discussion Thread

Posted: Thu Sep 17, 2015 3:02 pm
by Tiggo
still the reward for kill only on lock idea + aditional ways to lock are my favorites and look most promising.

Re: Official T2 RvR Solution Discussion Thread

Posted: Thu Sep 17, 2015 3:12 pm
by Mez
That's a bad idea Tiggo. You must know your crowd. Not everyone wants to kill. Not everyone can kill. Once Player X stops getting anything for his time in the lakes, you have 1 less player.

And you can't force people to defend, you can't force someone to try and PvP, or get better. And what happens when the door goes down, and a dozen defenders crash log. Or mount and run away.

There's a reason people are back, it's Tier 2. It's keeps, it's RvR.

The old system you may have had 2 seperate zergs RvE'ing, but at least you had people in lakes. There would always be an occasional clash, or a zerg leader directing his warband to a defense. It came, pvp happened.

If we are sticking with the new system, which is meh, you need to seriously reward defenders for being in zone, you need to also make it extremely easy to mess up BO's, which means very short durations on locks. There's things you can do, but really the old system is my favorite for getting people out there. Not everyone wants to be a big time RvR defender and be forced to fight. At least in the old system, the casuals, or lowbies, were in the lakes, and they died. RvR happened. The new system I don't know if we can get that much.

Re: Official T2 RvR Solution Discussion Thread

Posted: Thu Sep 17, 2015 3:15 pm
by Vdova
Issue is that some players( I dont know the numbers or % of whole population) are instantly joining winning side when there is even 5% imbalance for one side.

So even if medailons will drop from kills and one faction have bigger zerg, the imbalance will be exact the same problém as it is know when medailons drops from keep takes. In every single MMO there is nearly no server with ideal population 50% v 50%.
Do we always wipe items or currency because one side domination 60% v 40%?

Re: Official T2 RvR Solution Discussion Thread

Posted: Thu Sep 17, 2015 3:18 pm
by Mez
Also if we are sticking with the new system, BO's need to be able to be assaulted right away to give defenders a chance to troll. The whole system as it stands, is geared for what we saw last night

Re: Official T2 RvR Solution Discussion Thread

Posted: Thu Sep 17, 2015 3:23 pm
by Bozzax
Why not implement zone domination as it was on live with 2 hour timers?

It is tested
It works
It can be further improved

Add medallion drops to players so you get roughly the same proportions as for sc emblems from kills vs sc win

Re: Official T2 RvR Solution Discussion Thread

Posted: Thu Sep 17, 2015 3:26 pm
by zarg64
Destro stay afk warcamp and do not make premade in sc...

-zerg destro permission is 4 by warband and 1 warband by map!!
-the heal and dps are prohibited (just tank but no shield!)
-if a destro kills a order the charach will be erase because illegal to kill order and not nice!

good game!

Re: Official T2 RvR Solution Discussion Thread

Posted: Thu Sep 17, 2015 3:37 pm
by Tesq
Bozzax wrote:Why not implement zone domination as it was on live with 2 hour timers?

It is tested
It works
It can be further improved

Add medallion drops to players so you get roughly the same proportions as for sc emblems from kills vs sc win
it's what i proposed since always, 1.3.8 system : but with no sc contribution, 20 min for lock controll, debuff to renow/exp / loot to zerg side / buff to renow /exp /loot to outnumbered side. (aao and inverse aao).

no wait hammer, no trollhammer, no tradehammer, no zerghammer; skirm require to lock or if not fight lock after x times

but someone said it was the return of waithammer while waiting 15 min in front of keep door is not waiting......whatever.... :roll:

Re: Official T2 RvR Solution Discussion Thread

Posted: Thu Sep 17, 2015 3:41 pm
by dkabib
I support the removal of Medals/Emblems from the game.
Token requirement isn't healthy.

Re: Official T2 RvR Solution Discussion Thread

Posted: Thu Sep 17, 2015 3:43 pm
by Vdova
Solutions:
1) stop X-realming - we are not lvl 9 in T1 when X-realming wasnt big case. If we want currency and rvr sets X-realming must stop. Add at least 8 hours timer when switching sides.

2) more curency drop(for sets) from player kills in RvR and Scenarios.

3) add AAO in some ways(XP,renown,inf,+%HP or +%DMG). It encourage underdog side to be active.

NO mmo have tools to make ideal 50% v 50% population balance, but there are tools to minimaze it and lessen its impact.

Re: Official T2 RvR Solution Discussion Thread

Posted: Thu Sep 17, 2015 3:45 pm
by dkabib
Vdova wrote:Solutions:
1) stop X-realming - we are not lvl 9 in T1 when X-realming wasnt big case. If we want currency and rvr sets X-realming must stop. Add at least 8 hours timer when switching sides.

2) more curency drop(for sets) from player kills in RvR and Scenarios.

3) add AAO in some ways(XP,renown,inf,+%HP or +%DMG). It encourage underdog side to be active.

NO mmo have tools to make ideal 50% v 50% population balance, but there are tools to minimaze it and lessen its impact.
1) Players will create another acc.

2) Imo, remove currency from the game, sell it for gold and require RR to use.

3) AAO for XP/RR/Inf, not sure about Dmg/Hp.