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Official T2 RvR Solution Discussion Thread

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dkabib
Posts: 408

Re: Official T2 RvR Solution Discussion Thread

Post#201 » Thu Sep 17, 2015 10:24 pm

theOdinS0n wrote:dkabib do you have some evidence or an anecdote? I'm telling you what I experienced, you say no you're wrong.
It's people playing both sides. I played both sides at live, and the attitude only repeats itself, if you don't see that is cause you only play one side.
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Azuzu
Posts: 551

Re: Official T2 RvR Solution Discussion Thread

Post#202 » Thu Sep 17, 2015 10:48 pm

Luuca wrote:
WHoa... that's a lot of medals... Prices gonna triple and so, what's the point? Getting 3x the medals and the cost going up 3x is the same thing as you had before.

I like the AAO idea. It encourages small scale versus larger forces. I like the higher percentage drop idea, and even like the scaling higher percentage drop idea; however, it's too much. 10% at 0 AAO, 15% at 100 AAO, and then scale it up to a max of 25% would work best IMO. It's still an incentive, but not inflationary to the economy.
I would leave the cost to reward balance to the devs, who have a better understanding of the dynamic.

The basic idea behind it is that the under populated side would be rewarded at a higher rate then the side zerging keeps/bos. This reward comes in the form of losing flip + higher drop rates on medals.

I believe this would encourage people to balance out the factions. I know a lot of people would want to play the side that has the higher AAO.

I'd also like to see the speed at which the "end game" gear increased. Like Winter, T3 is coming.
Luuca wrote: I still think un-grouped loaners will zergling the Empty keeps for medals. It's too great a reward for the work involved. Make it 1-2 medals per keep and keep the rest as is.
I'm not against the ungrouped loners and solo players, those who like to zerg, I think it's important to have something in the game for them. Some people truly like the large scale fighting of MMOs.

Personally, I enjoy small scale 6v6 roaming RvR, that doesn't mean everyone does. I have a great group of friends I play with, that doesn't mean everyone does. I don't want to punish people for zerging, but I want to make not zerging attractive.

I think the key is making it that small group play rewards as greatly if not greater then zerging.

Luuca wrote: This is a tough one. You want to encourage resistance and fighting, but 3 is too many for a losers bracket. 1-2 maybe as in my suggestion. My issue with this is you have someone zone in, run to the keep, stand outside, get his 3 medals, and Book out. No way to force players to be honorable.
Some people will be cheap and join the zone for a loser flip, like you describe. I don't think players who aren't should be punished to stop a few people from abusing the system.

On this small server, I think it's important to encourage defending. If your not going to get anything after an hour defense people are less likely to do it.
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bandshark
Posts: 16

Re: Official T2 RvR Solution Discussion Thread

Post#203 » Thu Sep 17, 2015 10:50 pm

You won't ever see Order with 70% of the population because there are a number of Destro that won't give up unless it's completely hopeless and Order will quit after one failed keep defense.
Myself and a few mates play order only, because we prefer small scale rvr, and being the underdog. We smashed our faces against the destro zerg the entire day. We even obtained enough medallions for one item each, which we EARNED the hard way and lost as well.

The reason you won't see 70% (it was actually 84% to 16% for a period) is because when new content comes out, it shows where xrealmers primary characters are. They are mostly destro, and they want to gear their mains before their alts.


Level/RR caps will eventually solve the xrealm problem for the majority of players with a life outside of gaming. It will simply be too time consuming to keep alts viable in high RR T4.

Skorn
Posts: 67

Re: Official T2 RvR Solution Discussion Thread

Post#204 » Fri Sep 18, 2015 12:38 am

A major problem is that there are too many people switching side when they start to loose.

I disagree Brandshark that cross realmers primary toons are on destro side, they just wanted easy token, and it happen to be on destro because of a first confrontation that has gone in favor of the destro faction, and continued until every order cross realmers switched, thus enticing the remaining ones to do the same.
Edit : I don't remember who said that, but there was an orderling saying that some of his mates where on destro side, and refused to switch or something like that because they were "farming medals". Meaning they were not regular Destros, they were just there has every other orderling, farming medals.

I'm not throwing stones at any regular order, and particularly not to those who didn't switch.
I'm targeting those who say "Hey look, we play an RvR game ! We like RvR games ! This game is so great ! But yes we avoid pvp because we don't like to loose, we should win everytime, so why not log on to the faction that is winning at the moment". And THIS concerns both faction. Every ******ing one of those who just switch when they are confronted by anything than those 3 poor dude trying to defend their keep.

If they switch then try to lock the faction switching at 55% vs 45% at max so people coul not change when they loose. Or a x% vs x% based on current active server population (meaning if there's 200 players it's not the same ratio as 600).

That would ensure that if they want to play they will have to do it on the faction they choosed when logging. (And thus maybe they will finally choose a main faction and stick with it given time.)

I understand since accounts are free that we can't create a timer lock. Cross realmers will just create 2 account having their destro and order chars separated. And it seems difficult to create a timer lock based on an IP to ensure that every account will be locked once a player start playing with one faction.

If this solution means Queus times to be able to play, then so be it, I'll gladly wait so I can play against people who actually PLAY this PVP game.

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hungrycrackpot
Posts: 12

Re: Official T2 RvR Solution Discussion Thread

Post#205 » Fri Sep 18, 2015 12:55 am

Drop the Keep wait time to 5 minutes.
Make every BO cap give 1 medallion.
20% medallion drop around Keeps, 10% around BOs.
Two zones unlocked at once.
After a zone is "locked", put up a 10 minute timer to let the defeated faction take a BO or Keep back and avoid the zone lock. Increase medallion drop rate on player kills during that phase to promote players staying and fighting rather than letting the zone lock.
Make the Keep Defense Reward 7 medallions, 20k XP and 800 Renown.

Those are just some suggestions.
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Order: Kriegherzen | Brenadett

Skorn
Posts: 67

Re: Official T2 RvR Solution Discussion Thread

Post#206 » Fri Sep 18, 2015 1:02 am

hungrycrackpot wrote:Drop the Keep wait time to 5 minutes.
Make every BO cap give 1 medallion.
20% medallion drop around Keeps, 10% around BOs.
Two zones unlocked at once.
After a zone is "locked", put up a 10 minute timer to let the defeated faction take a BO or Keep back and avoid the zone lock. Increase medallion drop rate on player kills during that phase to promote players staying and fighting rather than letting the zone lock.
Make the Keep Defense Reward 7 medallions, 20k XP and 800 Renown.

Those are just some suggestions.
Giving players an opportunity to avoid the zone lock could be a good idea in fact.

They could spread, and thus spread the opposing faction if they want to lock the zone. So maybe more smaller fight, giving the ability to players defending the zone the opportunity to keep (keep, not A keep) fighting after an eventual lost keep (A keep this time ^^).

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xaphiero
Posts: 26

Re: Congrats for rvr changing and the killing of tier 2 rvr

Post#207 » Fri Sep 18, 2015 1:42 am

yummypewp wrote:RoR is going to take a population hit from this one, funny how not a single dev has shown up all day to fix this pandemic.

What's even more funny is just a week ago people were crying about Keep Trading, but this is much worse.
Waah. A population hit oh no ZOMG! Does that mean the powergaming min/maxxing exploiting d-bags will leave? RAWR!

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Renork
Posts: 1208

Re: Official T2 RvR Solution Discussion Thread

Post#208 » Fri Sep 18, 2015 1:46 am

5 Medallions for taking a keep
3 Medallions for defending (you must be inside the keep when the opposite faction kills the lord, dead or alive, in order to receive the medallions)
1 Medallion for every 30 minutes of "siege" for both the attackers and defenders (sometimes fights drag out forever)
Leave bo's and everything else intact.

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hungrycrackpot
Posts: 12

Re: Official T2 RvR Solution Discussion Thread

Post#209 » Fri Sep 18, 2015 2:54 am

Skorn wrote:
hungrycrackpot wrote:Drop the Keep wait time to 5 minutes.
Make every BO cap give 1 medallion.
20% medallion drop around Keeps, 10% around BOs.
Two zones unlocked at once.
After a zone is "locked", put up a 10 minute timer to let the defeated faction take a BO or Keep back and avoid the zone lock. Increase medallion drop rate on player kills during that phase to promote players staying and fighting rather than letting the zone lock.
Make the Keep Defense Reward 7 medallions, 20k XP and 800 Renown.

Those are just some suggestions.
Giving players an opportunity to avoid the zone lock could be a good idea in fact.

They could spread, and thus spread the opposing faction if they want to lock the zone. So maybe more smaller fight, giving the ability to players defending the zone the opportunity to keep (keep, not A keep) fighting after an eventual lost keep (A keep this time ^^).
Ya, I feel like giving the defeated party a chance to get their **** together and pull out an upset would be good. Making everyone move and start over is scattering and demoralizing. I also added the extra medallion drops because I don't think people should have to grind rvr for days to get what new gear, and as well, they shouldn't have to feel like they need to resort to pve farming Keeps/BOs. By putting more emphasis on defense and player kills for medallions, it shifts the farming tactic to one of proper RvR.

Edit: I have a much larger proposal for changes that I have saved, but deleted it after posting it in favor of just listing smaller changes that would be easy to implement comparatively and are just modifications to systems already used within the game. Overall, however, I feel my smaller list would hit many of the major issues on the head and push things in the right direction.
Destro: Lordgaga | Ladygaga | Fistulus | Brunt | Bludfartz
LEADER OF THE HAUS OF GAGA
Order: Kriegherzen | Brenadett

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magter3001
Posts: 1284

Re: Official T2 RvR Solution Discussion Thread

Post#210 » Fri Sep 18, 2015 3:34 am

I will add this... having BFOs take 5 minutes to cap is horrible for the underdog side as it gives the zerg a lot of time to kill you and just recap the point. Even small groups can't do anything to thwart the zerg in any feasible way... ;)
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