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What contributes a loot bag in RVR?

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wargrimnir
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Re: What contributes a loot bag in RVR?

Post#21 » Mon Feb 27, 2017 5:21 pm

HCLyk wrote:
wargrimnir wrote:If you really want people gaming the system, releasing the specific details for every point of contribution would really only lead to them moving along the most optimal path to loot. So, we're not doing that either.
In this order ? :oops:
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Caffeine
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Re: What contributes a loot bag in RVR?

Post#22 » Mon Feb 27, 2017 5:27 pm

wargrimnir wrote: Considering contribution is comparative, there's not much useful info we would be able to provide. It would have to do the comparison of all other players in the zone to tell you what rank you're currently sitting in, and update occasionally? Even so, everyone would be moving up and down in that list until the zone finally flips. The more you do, the more contribution you earn.

If you really want people gaming the system, releasing the specific details for every point of contribution would really only lead to them moving along the most optimal path to loot. So, we're not doing that either.
For the debug message I was thinking of having it only appear once when you roll for a bag. Something along the lines of
"You have 200 contribution of which 100 are for kills 50 for hitting the lord and 50 for healing". Something like that?

Fair point about gaming the system but to me it seems that we are already moving along the most optimal path to loot by roaming zones during very specific hours.
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Jildaz
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Re: What contributes a loot bag in RVR?

Post#23 » Mon Feb 27, 2017 6:20 pm

I take the opportunity on this thread to explain my feeling.

It is not a complain, but just a statement.

Guild mates are asking me why i am not playing my IB much lately. Well for the reason above. Contribution is mostly done on RR earning, based on damage. But wait, my Tank dont do any damage how am i suppose to get contribution ?

I feel like tanks are really at a disavantage to get stuffed. I played actively my Iron Breaker, currently RR61, and since T4 released i got only 1 purple bag, while dps are usually on the top of contribution and get the same piece twice or even more.

Second point is RR, statistics says it all, first RR character are dps or healers, not so many tanks are above RR65.

Anyway, no big deal as RR will roll back, but i just wanted to say my opinion.

Damage taken should be considered to get RR as much as damage dealt or heals.
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Tamarlan
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Re: What contributes a loot bag in RVR?

Post#24 » Mon Feb 27, 2017 6:22 pm

Yaliskah wrote:Well lets be clear :).

The roll system haven't changed. It has just been displaced.

On my demand if you wonder why (i'll explain why further).

The random part is quite important because of technical reasons we are actually completely unable to solve. We dont have a real contribution system and neither did mythic, would require a strong algorithm to track things like damage mitigated and useful healing dealt in order to prevent it being gamed. Altering the random roll now would just put aoe dps even further out in front, its not great but its the best that we can use.

But this doesn't explain why i asked to move the roll on lock and not on keep def/atk.

According now, both faction will roll depending -for at least a small portion- his involvment, i think this will improve a bit some little issues.

- Keep is an objective, and not a purpose in the campain. I've never understood WHY those who are working hard in the lake wouldn't be rewarded too.
- The frustration against keep crash won't be linked rightly or wrongly with loots.
- None will have to X-Realm anymore to hope having a bag. Involve in your faction and try your best to lock to earn the biggest amount of bags. Go on the most populated faction, and just divide chances for everyone.

Now, the update is quite fresh and some adjustments will be needed and done in the limit of our abilities. FYI, i suggested another way to reward players on the lock, but it needs a lot of work to do it.

I hope this answer is clear, understood, and none here will complain about.
Really like the change that both sides get a roll on lock. Should stop xrealming to a certain degree. Winner still gets more rewards so it is a win win.
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peterthepan3
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Re: What contributes a loot bag in RVR?

Post#25 » Mon Feb 27, 2017 6:55 pm

I think it's just disheartening for people to put a lot of effort into it, get a top 5 contribution, and then - purely because of a RNG roll afterwards - end up not getting something. Perhaps making it so that contribution is 90% of the final statistic would alleviate this? Dunno, don't rvr much.

EDIT: Just read Yali's post. Fair enough, though I do think a random roll between 1-999 is still quite a lot.
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wargrimnir
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Re: What contributes a loot bag in RVR?

Post#26 » Mon Feb 27, 2017 7:14 pm

Jildaz wrote:I take the opportunity on this thread to explain my feeling.

It is not a complain, but just a statement.

Guild mates are asking me why i am not playing my IB much lately. Well for the reason above. Contribution is mostly done on RR earning, based on damage. But wait, my Tank dont do any damage how am i suppose to get contribution ?

I feel like tanks are really at a disavantage to get stuffed. I played actively my Iron Breaker, currently RR61, and since T4 released i got only 1 purple bag, while dps are usually on the top of contribution and get the same piece twice or even more.

Second point is RR, statistics says it all, first RR character are dps or healers, not so many tanks are above RR65.

Anyway, no big deal as RR will roll back, but i just wanted to say my opinion.

Damage taken should be considered to get RR as much as damage dealt or heals.
You DO receive contribution for taking damage.
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DokB
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Re: What contributes a loot bag in RVR?

Post#27 » Mon Feb 27, 2017 9:46 pm

Small suggestion: If possible, make the supply crates that spawn at a BO pick a random spawn point around the objective (is this even possible to code?).

Helps prevent people camping the same specific spot the resources always spawn in at a BO and gives everyone an even chance of at least picking them up. Competition is so fierce for supplies because most people know they are great and relatively easy way to inflate your contribution in a zone. It’s not strange to see at least 10 people (on Destro at least) all humping each other on one spot waiting for the supplies to spawn on the same spot they always do when the zone is active.
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Re: What contributes a loot bag in RVR?

Post#28 » Mon Feb 27, 2017 10:56 pm

wargrimnir wrote:
Jildaz wrote:I take the opportunity on this thread to explain my feeling.

It is not a complain, but just a statement.

Guild mates are asking me why i am not playing my IB much lately. Well for the reason above. Contribution is mostly done on RR earning, based on damage. But wait, my Tank dont do any damage how am i suppose to get contribution ?

I feel like tanks are really at a disavantage to get stuffed. I played actively my Iron Breaker, currently RR61, and since T4 released i got only 1 purple bag, while dps are usually on the top of contribution and get the same piece twice or even more.

Second point is RR, statistics says it all, first RR character are dps or healers, not so many tanks are above RR65.

Anyway, no big deal as RR will roll back, but i just wanted to say my opinion.

Damage taken should be considered to get RR as much as damage dealt or heals.
You DO receive contribution for taking damage.
The thing is DPS and healers can soak/take dmg as well if enough healing is present while still dishing out dmg and heal. Most rvr Tanks are only soaking dmg. Unlees the dmg taken is tank specific they will still lose out.
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xanderous
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Re: What contributes a loot bag in RVR?

Post#29 » Mon Feb 27, 2017 11:02 pm

Probably gonna get hate for suggesting this but why can't it be contribution based on time spent in the zone + take keeps and objectives, this would surely reduce the amount of less active and idle players being rewarded.
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Yaliskah
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Re: What contributes a loot bag in RVR?

Post#30 » Mon Feb 27, 2017 11:44 pm

xanderous wrote:Probably gonna get hate for suggesting this but why can't it be contribution based on time spent in the zone + take keeps and objectives, this would surely reduce the amount of less active and idle players being rewarded.
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