Post#36 » Tue May 24, 2016 2:36 am
As someone who played Live at release and onward, I always felt the end game RvR system was needlessly complex and convoluted. Be warned, radical ideas inc...
We all know players will take the path of least resistance when it comes to most anything. Therefore, if the goal is to have players actually fighting one another as much as possible then the path of least resistance must be to actually fight other players. All of your rewards should come from the act of actually killing enemy players. I believe you have to start there and work your way forward. BO's and keeps should serve a different function from actually progressing your character.
Next is that 3 zone pairings worth of RvR lakes is just too much. Hell, 3 zone pairings for PvE is just too much as well. That's why they made it so every new character started out in the same zone pairing. It splits the player population too much. They were dividing their players by a third so even when the player population was decent it still felt empty. I feel like the zone lock system just doesn't work...at all. It just disrupts the fights that are going on. Perhaps, like another poster said, only one pairing should be open at a time, and by that I mean all 3 zones of it (we are abandoning the lock system for individual zones, but we can lock the entire pairing when a set of conditions is met using our keeps and BO's. A new pairing would then open.)
After that, you have to decide what the focus is, scenarios or Open World RvR. These two systems are at odds with one another. I feel like most people would say Open is the focus here, but maybe I'm wrong. I'm not saying remove scenarios, not by a long shot. Keep them, but you have to make it where Open RvR will produce way better rewards than scenarios. Maybe even make scenarios reward something completely different. When things become futile for your side out in the lakes, then those players can fall back to playing scenarios for a more even playing field (because typically the lower population faction has better queue times anyway.)
Suggestions:
1. All of your renown, influence, and experience to advance your character comes from killing players only. Influence gained would be for whatever pairing you're fighting in at the time. Adjust speed of renown rank leveling accordingly. Renown gained from killing a player is split between all involved with the kill down to a minimum threshold (a minimum amount of Renown is received no matter the number of players involved.)
2. All 3 zones in a single pairing are unlocked. The other 2 pairings stay locked. After a set of conditions related to keeps is met, this pairing locks. A new pairing (all 3 zones) opens and the fight can begin again. The first faction to win 2 pairings can unlock whatever you want at this point (city sieges..whatever) Obviously, beyond this point is a whole other discussion.
3. BO's increase the power of keep attackers. Since keep defenders have an innate advantage, this is a method of evening the playing field for those attacking a keep. This part is tricky. Perhaps each BO your side controls actually debuffs enemy keep defenders. Make it significant. Make it so these could turn the tide of keep battles. If enemy keep defenders had their damage debuffed or their siege damage debuffed by 5-10% per BO, it would put a huge emphasis on taking and holding BO's where most of your open world fighting will occur. So defenders make a choice to stay and defend even though they are weakened, or they can try to get BO's back to gain back their natural advantage of keep defense. Attackers make a choice to keep as many BO's as possible to make taking the keep easier, or let them go and try their hand at a standard keep take.