Re: Gear "grind"
Posted: Thu May 11, 2017 8:56 pm
In reference to the "gear grind," I think all you would need to do is introduce the ruin fragment system into conq:
1. Gear progression.
New bag system
Gold bag - Conqueror piece or 40 conqueror medallions
Purple - Subjugator piece or "Purple Fragment" - two purple fragments = “Mark of the Conqueror” - new currency item to trade for a Conqueror piece.
Blue - Genesis or "Blue Fragment" - five blue fragments = conq mark
Green - Green Fragment - seven or eight green frags = conq mark
White - White Fragment - ten white frags = conq mark
This ultimately doesn't change the rate of conq items in the game, imo. It simply gives players a way of seeing tangible progress towards end-game gear. It absolutely helps a casual player see their progress and feel like their time in a zone was worth something. It also doesn't take away any of the RNG from the campaign, which the devs have continued to state that they want incorporated into the gameplay.
To address the RVR campaign, I like what gate proposed except I don't think there should be a "defensive" tick in any situation until the zone is successfully captured, and I'm not sure the "negative points" are worthwhile. I also think you need a finite time for the zone to be locked, so:
2. Updating the RVR campaign
New BO system: just like Nordenwatch, or any capture the flag scenario.
Each zone now has, say, 1,000 points to capture it. Each BO gives 1 point every 30s. That's 120 points for holding a BO for an hour, and 480 for holding all four for an hour. Holding all four BOs for a little over two hours would then be enough to lock the zone. Normally I think you would see a lock in about 3 hours on average just from BOs, by holding 3 for three hours nets you 1080 points (120*3bo*3hr). BOs would impact the keep lord's hp. Holding all four BOs applies a 50% wounds debuff to the keep lord; holding three applies a 25% debuff. If the defending realm holds three BOs, their lord’s avoidance increases to 100% (or maybe 80% but the lord damage is increased by 25%?) until the attacking realm can retake a second BO. Capturing the keep should grant around 300 points to the attacking realm; defending should grant maybe 150? Here's where you could implement a "negative point" structure to give the defending zone an opportunity to take the zone back.
With each 30s tick, the BO grants a small amount of renown to all defending players in 100ft (as well as any players within their warband - maybe on a smaller scale - 50 renown to the players in the area and 25 to the rest of the warband). This again encourages your warband to split up and hold two, three, four BOs to maximize renown gain. Attacking players should get a % of the renown from capturing a BO, i.e. BO is held for 30m by order, and has generated 50 renown every 30s (50*2*30 = 3000 renown), then destro captures BO, and gets 25% of the generated renown: 750. Then the clock is reset so if order take it back within 5 min the renown gain would be negligible.
Supplies should also grant renown warband wide, but I think this is where 6man groups should still excel - supplies should grant a large reward for being stolen by the opposing realm by granting a large amount of renown (and maybe a conq medallion for the group if stolen?) That way 6man groups still have a place and warbands will need to choose between defending their BO or transporting supplies, potentially against deadly 6man groups that can win 6v12, 6v18.
To encourage players taking the keep instead of just sitting on BOs, you could take away half the bags if the zone is flipped via BOs, and grant full bags if the zone is flipped through a keep take, but it should only roll on the successful capture of a zone.
What all this accomplishes is:
- All but guarantees players who have about 3 hours to play the opportunity to lock or defend a zone.
- Gives people who might not ever see top contribution a progression towards obtaining BiS gear.
- Encourages fighting the opposing realm through either the stealing of supplies or capturing of BOs.
- Grants renown warband wide so you don't feel like you are missing out if party 3 is running the supplies and you're in party 4.
1. Gear progression.
New bag system
Gold bag - Conqueror piece or 40 conqueror medallions
Purple - Subjugator piece or "Purple Fragment" - two purple fragments = “Mark of the Conqueror” - new currency item to trade for a Conqueror piece.
Blue - Genesis or "Blue Fragment" - five blue fragments = conq mark
Green - Green Fragment - seven or eight green frags = conq mark
White - White Fragment - ten white frags = conq mark
This ultimately doesn't change the rate of conq items in the game, imo. It simply gives players a way of seeing tangible progress towards end-game gear. It absolutely helps a casual player see their progress and feel like their time in a zone was worth something. It also doesn't take away any of the RNG from the campaign, which the devs have continued to state that they want incorporated into the gameplay.
To address the RVR campaign, I like what gate proposed except I don't think there should be a "defensive" tick in any situation until the zone is successfully captured, and I'm not sure the "negative points" are worthwhile. I also think you need a finite time for the zone to be locked, so:
2. Updating the RVR campaign
New BO system: just like Nordenwatch, or any capture the flag scenario.
Each zone now has, say, 1,000 points to capture it. Each BO gives 1 point every 30s. That's 120 points for holding a BO for an hour, and 480 for holding all four for an hour. Holding all four BOs for a little over two hours would then be enough to lock the zone. Normally I think you would see a lock in about 3 hours on average just from BOs, by holding 3 for three hours nets you 1080 points (120*3bo*3hr). BOs would impact the keep lord's hp. Holding all four BOs applies a 50% wounds debuff to the keep lord; holding three applies a 25% debuff. If the defending realm holds three BOs, their lord’s avoidance increases to 100% (or maybe 80% but the lord damage is increased by 25%?) until the attacking realm can retake a second BO. Capturing the keep should grant around 300 points to the attacking realm; defending should grant maybe 150? Here's where you could implement a "negative point" structure to give the defending zone an opportunity to take the zone back.
With each 30s tick, the BO grants a small amount of renown to all defending players in 100ft (as well as any players within their warband - maybe on a smaller scale - 50 renown to the players in the area and 25 to the rest of the warband). This again encourages your warband to split up and hold two, three, four BOs to maximize renown gain. Attacking players should get a % of the renown from capturing a BO, i.e. BO is held for 30m by order, and has generated 50 renown every 30s (50*2*30 = 3000 renown), then destro captures BO, and gets 25% of the generated renown: 750. Then the clock is reset so if order take it back within 5 min the renown gain would be negligible.
Supplies should also grant renown warband wide, but I think this is where 6man groups should still excel - supplies should grant a large reward for being stolen by the opposing realm by granting a large amount of renown (and maybe a conq medallion for the group if stolen?) That way 6man groups still have a place and warbands will need to choose between defending their BO or transporting supplies, potentially against deadly 6man groups that can win 6v12, 6v18.
To encourage players taking the keep instead of just sitting on BOs, you could take away half the bags if the zone is flipped via BOs, and grant full bags if the zone is flipped through a keep take, but it should only roll on the successful capture of a zone.
What all this accomplishes is:
- All but guarantees players who have about 3 hours to play the opportunity to lock or defend a zone.
- Gives people who might not ever see top contribution a progression towards obtaining BiS gear.
- Encourages fighting the opposing realm through either the stealing of supplies or capturing of BOs.
- Grants renown warband wide so you don't feel like you are missing out if party 3 is running the supplies and you're in party 4.