No, not really. Not every player can do that and not everyone is playing a rr70+ class that is broken has such unbelievable versatility.Daknallbomb wrote: You can solve The problem If you dont See a Problem. Every dou can farm Medaillons easy. There is no problem to get conq stuff.. If you rly want it fast and you are greedy about it you can farm about 300 Medaillons per day in a duo or trio or with some Toons solo
[DISCUSSION] RVR - likes/dislikes/possible improvement?
Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
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- th3gatekeeper
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
Torq,Torquemadra wrote:Yeah..... No.mursie wrote:Add more bag rolls chances (not to be confused with more bags in a roll).
People rvr for realm pride, for gear, for rvr currency, and for fun.
With the changes to Keep Lord health and difficulty in killing, it is not uncommon to see a zone stagnate for hours with neither side capable of locking. The result is frustration, patches that kill all contribution do to endless hours of stagnation, and apathy.
Solution:
3 ways to have bag rolls occur.
1. Lock zone - you lock zone, you have a bag roll for winner and loser side as currently constructed, using contribution rules currently in place.
2. Keep take - you kill and take a keep, there is a roll for bags right there and then for keep loot. It is a difficult thing to do... reward it.
3. Your own Keep Star leveling - You level your own keep to 3 stars (or whatever star count deemed sufficient).... there is a bag roll. This ensures bag rolls happen even in stagnate zones that neither side can push.. Routinely each faction can get their own keep ranked up... but fail to achieve #1 or #2 in the list. No worries... add a roll for bags on keep leveling.
It used to take hours, days, weeks even to lock a zone and required significant realm effort. Here, it's a cake walk and we are, if anything, over generous with the rewards . You suggestion of more rolls isn't happening. Take your stalemate and fight and earn, simple.
I have literally zero issues with stalemate because that equates to balance and needs a real effort to take a zone and has people to fight in it.
Thanks for posting. Im curious, it seems you are in favor of having really long "zone captures". I guess this is what is off-putting to me personally about RVR. I can handle almost anything, grind X mobs for hours and hours, I can do that, run around in 6 man or WB and cap BOs and take keeps etc, I can do all that... The thing I cant always do: Make more time to play.
If I come home from work, or get on before leaving for work I have a finite time to play... I have lost count of the # of times I participate in RVR only to have to leave after 2 hours because I have RL to attend to... Thus missing out on any chance towards RvR rewards...
Im not saying zone locks and bags should be easy... All I am suggesting is a "finite" amount of time where a player can appropriately get on and KNOW "if I participate in this RVR fight, itll take no longer than X" to either win or lose...
I don't have a fully fleshed out proposal... But wondered if there were a way to either incorporate a timer (say 2 hours that starts at once 2BOs are owned in any zone) where that zone locks after 2 hours regardless of progression. If neither side wins, both sides get the "loser" loot tables.
This might require an adjustment to loser loot tables (maybe less bags) but this COULD offer several benefits.
1) fixed duration. Players know how much time is left which can lead to more commitment to stay.
2) a sense of urgency.
3) faster rotation of zones.
4) defenders don't have to defend forever, merely hold off the attackers for X minutes till it locks.
The downside is it's a change. People may WANT or LIKE spending 6 hours in a zone... but I'd wager many people can't so that.... I'd imagine you could always add an adjustable lock timer depending on the action/progress in the zone. IDK how that would work. I just think overall the "unknown time consumption" aspect kills activity.
I see guys get inline and say "wow, they are still in X zone?! I got off for 3 hours.." and it makes people not want to do that RvR...
Vs if guys get on and say "wow... Only 20min left on X zone, we better get there!!!"
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
I am so confused... All but 1 bag that I have ever received, I got in the Mail the next day cause I had to leave/sleep/got-bored. And that 1 bag I was in IC for an RP event(thanks again Phalanx for staying to capture that keep...) Your contribution stays for quite a decent amount of time incase the zone flips. And if it doesn't flip in that time, you still get a RR tick upon login. So how is not having time to stick through till the end an issue?
Also th3gatekeeper, please don't say in one sentence that you can farm PvE mobs for hours and hours and then mention how little time you have to play. If you put in less time/effort/energy than someone else, they will have higher odds to attain the bag. That doesn't mean it takes you longer to get the gear though, if you put in 2 hrs at a time, and they put in 10hrs at a time. If they receive their full gear x5 "faster" in number of days than you, how is that appropriate?
Lastly, Just cause the ORvR/SC set is BiS for your class/spec doesn't make it so for everyone. Rolling with groups that are willing to pass on gear is super important. My BO has less than 20 Conq emblems. My healers and DPS need it more than me.
As for the idea's here... You're basically just describing how the ORvR system WAS. A timer? Yea, we had that on the end zones for awhile. Remember how the defending side controlled both Keeps? Cause I remember Avo WBs capturing the middle BOs, then ignoring the end zone because it would be too difficult to take. They could capture both middle zones, by the time it would take to capture one of the end zones. And destro would just sit in the end zone waiting for the free/easy lock. Faster rotation of Zones? swaping the zone every X minutes wont inspire more fighting. It will inspire more people to say, "**** it, no point going into ORvR, the timer only has 22min on it." More loot rolls? That's just silly talk right there(jk...)
Also th3gatekeeper, please don't say in one sentence that you can farm PvE mobs for hours and hours and then mention how little time you have to play. If you put in less time/effort/energy than someone else, they will have higher odds to attain the bag. That doesn't mean it takes you longer to get the gear though, if you put in 2 hrs at a time, and they put in 10hrs at a time. If they receive their full gear x5 "faster" in number of days than you, how is that appropriate?
Lastly, Just cause the ORvR/SC set is BiS for your class/spec doesn't make it so for everyone. Rolling with groups that are willing to pass on gear is super important. My BO has less than 20 Conq emblems. My healers and DPS need it more than me.
As for the idea's here... You're basically just describing how the ORvR system WAS. A timer? Yea, we had that on the end zones for awhile. Remember how the defending side controlled both Keeps? Cause I remember Avo WBs capturing the middle BOs, then ignoring the end zone because it would be too difficult to take. They could capture both middle zones, by the time it would take to capture one of the end zones. And destro would just sit in the end zone waiting for the free/easy lock. Faster rotation of Zones? swaping the zone every X minutes wont inspire more fighting. It will inspire more people to say, "**** it, no point going into ORvR, the timer only has 22min on it." More loot rolls? That's just silly talk right there(jk...)
Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
Honestly to what I already mentioned (loot for everyone based on your contribution and rewarding specific currency replacing the luck bags) you could add a loot timer every 2h or so. However I wouldn't recommend that because it means significant less loot on lock therefore less driving force to lock something.th3gatekeeper wrote:
Torq,
Thanks for posting. Im curious, it seems you are in favor of having really long "zone captures". I guess this is what is off-putting to me personally about RVR. I can handle almost anything, grind X mobs for hours and hours, I can do that, run around in 6 man or WB and cap BOs and take keeps etc, I can do all that... The thing I cant always do: Make more time to play.
If I come home from work, or get on before leaving for work I have a finite time to play... I have lost count of the # of times I participate in RVR only to have to leave after 2 hours because I have RL to attend to... Thus missing out on any chance towards RvR rewards...
Im not saying zone locks and bags should be easy... All I am suggesting is a "finite" amount of time where a player can appropriately get on and KNOW "if I participate in this RVR fight, itll take no longer than X" to either win or lose...
I don't have a fully fleshed out proposal... But wondered if there were a way to either incorporate a timer (say 2 hours that starts at once 2BOs are owned in any zone) where that zone locks after 2 hours regardless of progression. If neither side wins, both sides get the "loser" loot tables.
This might require an adjustment to loser loot tables (maybe less bags) but this COULD offer several benefits.
1) fixed duration. Players know how much time is left which can lead to more commitment to stay.
2) a sense of urgency.
3) faster rotation of zones.
4) defenders don't have to defend forever, merely hold off the attackers for X minutes till it locks.
The downside is it's a change. People may WANT or LIKE spending 6 hours in a zone... but I'd wager many people can't so that.... I'd imagine you could always add an adjustable lock timer depending on the action/progress in the zone. IDK how that would work. I just think overall the "unknown time consumption" aspect kills activity.
I see guys get inline and say "wow, they are still in X zone?! I got off for 3 hours.." and it makes people not want to do that RvR...
Vs if guys get on and say "wow... Only 20min left on X zone, we better get there!!!"
However to fix the problem of many people with limited time you could just save the contribution when logging of and then rewarding the player upon lock. I can't come up with any reward system that brings this amount of fair loot while being easily regulated to how long it should take to optain certain loot.
Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
One simple request. Fix xrealming. At least try with a lock of 3-4 h per side order/destro
- saupreusse
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
thats actually one of the harder tasks.kirraha wrote:One simple request. Fix xrealming. At least try with a lock of 3-4 h per side order/destro
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
Prob
But still one really big problem in orvr :/
But still one really big problem in orvr :/
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
My bo isnt 70+ my magus isnt 50+ and i still can do it with 1-2 friends. Not everyone can do it solo thats true But every one can Make a duo trio or something to do itdansari wrote:No, not really. Not every player can do that and not everyone is playing a rr70+ class that is broken has such unbelievable versatility.Daknallbomb wrote: You can solve The problem If you dont See a Problem. Every dou can farm Medaillons easy. There is no problem to get conq stuff.. If you rly want it fast and you are greedy about it you can farm about 300 Medaillons per day in a duo or trio or with some Toons solo
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
I've actually sugested a system that does this.saupreusse wrote:thats actually one of the harder tasks.kirraha wrote:One simple request. Fix xrealming. At least try with a lock of 3-4 h per side order/destro

Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
Most people dont find gank groups or wc zerg ping pong much of a challenge though. Getting medallions needs to not make you want to gouge your eyes out.Daknallbomb wrote: You can solve The problem If you dont See a Problem. Every dou can farm Medaillons easy. There is no problem to get conq stuff.. If you rly want it fast and you are greedy about it you can farm about 300 Medaillons per day in a duo or trio or with some Toons solo

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