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[RvR T1] Known bugs and feedbacks.

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freshour
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Re: [RvR T1] Known bugs and feedbacks.

Post#21 » Sun Jun 04, 2017 11:43 pm

dansari wrote:
freshour wrote:I understand people want more RR for holding the BO's but I would like to add that if you are in a WB you get around 1-2 RR per kill. The BO's give you quite a bit more than that every tic. So I think if the rate per tick was increased it would discourage people more from getting kills in smaller groups as that is the best way to get a lot of renown.
Fair point!
Yeah sorry if that didn't sense. I was just trying to point out that currently people either play in WB's because they don't have a 6 man, or because they have a big guild WB. The majority of all players are in 6 mans/small groups on destro. So 6 man RR/Influence is like 10x that of a WB maybe even more. So if you increase the ticks, people may deal with the less RR per kill because they know they will get ticks anyway and join a WB.

But also, small groups might just have even more incentive to stay a small group because after 6 people you no longer get anymore per tick and now they get more per kill and max per tic. so idk.. I love WB's, but I'm not really sure where the community would go as far as groups, generally it is the path of least resistance so maybe this would get destro to have 4 wb's, I have no idea. Hopefully it does both and we get more WB's and there will always be 6 mans, and order gets more 6 man's as there will always be order WB's (in current state of game)

At the end of the day, any change is welcome in my book when it comes to RvR!!! Keep up the good work!

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Daknallbomb
Posts: 1781

Re: [RvR T1] Known bugs and feedbacks.

Post#22 » Mon Jun 05, 2017 4:44 am

freshour wrote:
dansari wrote:
freshour wrote:I understand people want more RR for holding the BO's but I would like to add that if you are in a WB you get around 1-2 RR per kill. The BO's give you quite a bit more than that every tic. So I think if the rate per tick was increased it would discourage people more from getting kills in smaller groups as that is the best way to get a lot of renown.
Fair point!
Yeah sorry if that didn't sense. I was just trying to point out that currently people either play in WB's because they don't have a 6 man, or because they have a big guild WB. The majority of all players are in 6 mans/small groups on destro. So 6 man RR/Influence is like 10x that of a WB maybe even more. So if you increase the ticks, people may deal with the less RR per kill because they know they will get ticks anyway and join a WB.

But also, small groups might just have even more incentive to stay a small group because after 6 people you no longer get anymore per tick and now they get more per kill and max per tic. so idk.. I love WB's, but I'm not really sure where the community would go as far as groups, generally it is the path of least resistance so maybe this would get destro to have 4 wb's, I have no idea. Hopefully it does both and we get more WB's and there will always be 6 mans, and order gets more 6 man's as there will always be order WB's (in current state of game)

At the end of the day, any change is welcome in my book when it comes to RvR!!! Keep up the good work!

10x more than wb? Dont understand that!
If a six man kills 50 ppl and a wb kills 50 ppl The six man get the Same renown for IT or? So that means 4x more rr for everyone in the 6 man If The ammount of kills are the Same or Did i get something wrong? Or is a kill more Worth If you arent in a wb?
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

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Yaliskah
Former Staff
Posts: 1985

Re: [RvR T1] Known bugs and feedbacks.

Post#23 » Mon Jun 05, 2017 7:15 am

T1 has been updated with some fix and suggestions you made.

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Separator for new feedbacks after 04 06 17 patchnote.
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To come later about T1:
- Dedicated quests ( visit, hold, lock ).
- Teleportation Scroll to other T1 RvR areas ( quest reward ).
- On lock : Portals will appear around BOs to return to your warcamp.

freshour
Banned
Posts: 835

Re: [RvR T1] Known bugs and feedbacks.

Post#24 » Mon Jun 05, 2017 11:57 am

Daknallbomb wrote:
freshour wrote:
dansari wrote:
10x more than wb? Dont understand that!
If a six man kills 50 ppl and a wb kills 50 ppl The six man get the Same renown for IT or? So that means 4x more rr for everyone in the 6 man If The ammount of kills are the Same or Did i get something wrong? Or is a kill more Worth If you arent in a wb?
Get a kill in a WB - after RR40 you get around 1-10 depending on AAO.

If you are in a 6 man, you get 10-100 on avg. Which is right about 10x the number of RR you get in a WB. So if a 6 man kills 50 people, on average they will get 2500, whereas a warband will get 250 (maybe). Numbers aren't set in stone, but I do jot down random things on my pad next to my keyboard when I notice them. But I am mostly speaking off post RR40 for this.

Daknallbomb
Posts: 1781

Re: [RvR T1] Known bugs and feedbacks.

Post#25 » Mon Jun 05, 2017 12:43 pm

So a kill in a wb is less rr Worth than a kill in a six man? Still dont understand :) thought The gain rr from The kills is / 24 in wb and /6 in a six man But The ammount should be The Same
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

dansari
Posts: 2524

Re: [RvR T1] Known bugs and feedbacks.

Post#26 » Mon Jun 05, 2017 5:16 pm

Correct me if I'm wrong but I believe it's based on how many different sources of damage it took to bring the player down. So, if you're playing solo and no one dealt any damage to the player besides you, you should get 100% of the renown. If you're playing solo but someone else dealt around equal damage to your target as you, I think it splits the renown 50/50. I think heals are a bit different where I'm not sure if it actually cuts into the amount of renown you would have obtained but renown goes to healers outside of your party. So it's not necessarily because you're in a warband vs 6 it's because there are potentially four different groups getting renown from the same targets instead of one.
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flintboth
Posts: 440

Re: [RvR T1] Known bugs and feedbacks.

Post#27 » Tue Jun 06, 2017 7:41 am

The new system for the lock zone seems to be good.
And Elfs zone who was played but less than the others zone when population T1 RvR was low is now with this new lock system more played.
Last edited by flintboth on Tue Jun 06, 2017 9:08 am, edited 1 time in total.
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tionblack
Posts: 302

Re: [RvR T1] Known bugs and feedbacks.

Post#28 » Tue Jun 06, 2017 7:55 am

I think this is quiet nice compared to old system at least for tier 1.Also we can have something like tier 1 tokens which contributes to tier 4 and t3 thus keeping all tiers connected.I honestly think there should be a connection betweeen all tiers in some way that contributes eachother i dont know if its hard to implement tho.

We can have lvl 13 item drops from the people in tier 1.This way people can get their items for tier 1 debolstering throu pvp thus keeping us away from pointless pve.
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Yaliskah
Former Staff
Posts: 1985

Re: [RvR T1] Known bugs and feedbacks.

Post#29 » Tue Jun 06, 2017 12:55 pm

tionblack wrote:Also we can have something like tier 1 tokens which contributes to tier 4 and t3 thus keeping all tiers connected.
Thats planned. I don't want to detail everything ( cause thats not the point, T1 work is n't finished), but when we will work on higher tier, a part of resources ( or all , to be decided/tested) collected in T1 will supply active campain in T2/3, and so on...

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