Can you please explain it for us aswell?roadkillrobin wrote: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
[DISCUSSION] RVR - likes/dislikes/possible improvement?
Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
Ads
- saupreusse
- Former Staff
- Posts: 2468
Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
We actually have not yet filled the hole az left.roadkillrobin wrote: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?
At least take the RNG element away from what is in the bags... it is bad enough to get a bag due to long zone locks, then be held hostage to your RNG roll to see if you get a bag in spite of being first in zone contribution, and then getting another layer of RNG on what is in the back.
I have had the conqueror helmet three times now, and the same Genesis part three times as well. Getting BiS gear shouldn't be a walk in the park, but it is the layered RNG component to it that is infuriating.
I have had the conqueror helmet three times now, and the same Genesis part three times as well. Getting BiS gear shouldn't be a walk in the park, but it is the layered RNG component to it that is infuriating.
Karak-Norn /// Asildur - RR100 WL /// Marsares - RR95 AM /// Nirnaeth - RR64 SW
-
- Posts: 1781
Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
Well after you have youre items you can play normal on. You guys Cant have everything. Playing what you want and get what youre want... Thats.... Well you have two options farm items and than play on or play normal and you need longer ( what is no problem). Still dont See youre Problem.Telen wrote: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
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy
Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
in past days i saw timers screw .... before discuss improvement i'd like timers work correctly and not give enemy side, when we have aao, 1 min to cap 1 flag or viceversa 5 min to cap when we have aao.
Other improvement pass from me
-add 1 flag in every rvr lake
-put a locking meccanic on outer walls (sc style) in keep to make keep fight more various
-do the same for theinner ground floor
-decrease lord life pool
-allow keep 5 min reset timer to be recap by the loosing side as in live pre 1.4.0
edit: aye keep taking long is not that much an issue, it is as other said when we stay in 1 zone for too much if it would be possible unlock the supply line and redirect the supply block that zone fight for 30 min (if other zones are open of course).
contribution should be cross zone, when you stop fight into a zone which wasn't locked the contribution should last till you get a lock/pity lock.
Other improvement pass from me
-add 1 flag in every rvr lake
-put a locking meccanic on outer walls (sc style) in keep to make keep fight more various
-do the same for theinner ground floor
-decrease lord life pool
-allow keep 5 min reset timer to be recap by the loosing side as in live pre 1.4.0
edit: aye keep taking long is not that much an issue, it is as other said when we stay in 1 zone for too much if it would be possible unlock the supply line and redirect the supply block that zone fight for 30 min (if other zones are open of course).
contribution should be cross zone, when you stop fight into a zone which wasn't locked the contribution should last till you get a lock/pity lock.
Last edited by Tesq on Wed Apr 05, 2017 9:41 am, edited 2 times in total.

Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
How can you possibly fix xrealming when anyone is free to create a new account whenever they want?kirraha wrote:One simple request. Fix xrealming. At least try with a lock of 3-4 h per side order/destro
Please don't make me regret not making a second account for my order characters by putting in a stupid timer of some kind.
Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
Problem with rewards is that players can not opt out of loot at the moment and that 750 casino roll as well. I honestly hate reward system and gear gap but that is me. There is a lot of players in this game (probably majority of what is left) that love this kind of system where gear is based mostly on luck or 24/7 playmode and they also would not play if there was no gear gap (I guess it makes them feel better to pound on new players).
Now regarding the topic itself. RvR by itself is extremely boring since most people zerg big time and then 6 man groups fight smaller groups etc. There are hardly equal number fights anywhere.
Fixing rvr is going to be extremely hard and I think devs have their hands full with this.
What could imo make RvR more interesting is this:
Increase number of objectives around keeps and increase their benefits and also include negative effects if they get taken
Season of the monsters: Adds additional guards with a twist. They are tough, mean and only bow to the strong.
- Season of the monsters objective positive effect: Adds additional strong guards to the keeps (few range on the wall and few melee around the gates both inside and outside?.
- Season of the monsters objective negative effect: If you had objective under your control and you lost it monsters that came to server you turn against you until they die. For them to spawn in new owners keep they have to die or they have a go at your lord because why not, you are not strong enough anymore and weak have no place in warhammer.
Why 2 minutes? Because they are mega tough, strong etc.
Why negative effect? So there is a reason to fight over it which could encourage warbands or smaller groups to pay attention
Farmers heaven: There would be several objectives like this and each faction would need to control certain amount based on how many players they have in the lake with a nice twist.
- Farmers heaven objective positive effect: You are well fed and each objective increases your stats by 2% (if there were 5 objectives like this it would net up to 10%). Of course if there is a lot of players then you would not be well fed but just satisfied and had 0% benefit from it.
- Farmers heaven objective negative effect: As we have now. If you do not have control over these objectives and you have more players than you can support you start getting stat debuff of up to 5% with all objectives lost included). If enemy realm is overpowering you and you take control of one of the objectives you poison their supplies and they lose their stat bonuses and gain 10% debuff for next 5minutes (Only the outcome matters).
Of course numbers could be tweaked regarding realm ratio before it comes to effect.
Loneliness is cured by friends of all colors and shapes objective: There would be 2 of them on the map
- Loneliness is cured by friends of all colors and shapes objective positive effect: Cap one and you receive additional guards at each objective you control (even guards need more friends), cap both of them and even boss of the guards gets another boss friend where both start using abilities.
- Loneliness is cured by friends of all colors and shapes objective negative effect: If you have both objectives capped and you are overpowering enemy realm then your guards become extra friendly due to being alone for so long that they start befriending enemy realm players and giving them their own services just for being there.
We could also use some really hard mini bosses on the map in places where fights rarely happen. Some boss could be so tough they require a warband and some of them are better suited for smaller groups. Once the boss gets defeated he will start roaming in his area instead of staying in his lair/cave/hole and attack enemies of his/her master.
Some bosses would only be defeated by 6 mans, some 12 mans and some would require a full warband. If one of the realms comes with +-5 player difference bosses would get infuriated that there are only few/too many here to challenge them and go in fury mode (20-100% stat bonus depending on the boss).
We could use shrines, temples, towers in the maps as well. Think of it like in mobas, whoever goes close to it would be the owner. There would be no fighting over it. Once the object sees you as the owner it would keep giving you small vision in the area even though no one from ally realm is there. If vision is not possible then just get a notification message. If it is possible but would take too much coding then keep it bound to realm leaders once they are put in the game.
Unlock guilds to 40 and make it so guilds at rank 40 can call upon siege assistance where NPC would go to the keep and start bashing the door from far away or close depending on what you call upon. They would not be controlled by player and would go directly to the keep that is being attacked.
In case of defense guild would be able to call for siege busters were NPCs would roll from the warcamp all the way to the keep that needs help and once in range go straight for the siege engines. I don`t have to mention that these minions would require more than few people to be killed.
That is how we make rvr more fun I think. Please ignore any mistakes I made, I am not english native and it is still too damn early.
Now regarding the topic itself. RvR by itself is extremely boring since most people zerg big time and then 6 man groups fight smaller groups etc. There are hardly equal number fights anywhere.
Fixing rvr is going to be extremely hard and I think devs have their hands full with this.
What could imo make RvR more interesting is this:
Increase number of objectives around keeps and increase their benefits and also include negative effects if they get taken
Season of the monsters: Adds additional guards with a twist. They are tough, mean and only bow to the strong.
- Season of the monsters objective positive effect: Adds additional strong guards to the keeps (few range on the wall and few melee around the gates both inside and outside?.
- Season of the monsters objective negative effect: If you had objective under your control and you lost it monsters that came to server you turn against you until they die. For them to spawn in new owners keep they have to die or they have a go at your lord because why not, you are not strong enough anymore and weak have no place in warhammer.
Why 2 minutes? Because they are mega tough, strong etc.
Why negative effect? So there is a reason to fight over it which could encourage warbands or smaller groups to pay attention
Farmers heaven: There would be several objectives like this and each faction would need to control certain amount based on how many players they have in the lake with a nice twist.
- Farmers heaven objective positive effect: You are well fed and each objective increases your stats by 2% (if there were 5 objectives like this it would net up to 10%). Of course if there is a lot of players then you would not be well fed but just satisfied and had 0% benefit from it.
- Farmers heaven objective negative effect: As we have now. If you do not have control over these objectives and you have more players than you can support you start getting stat debuff of up to 5% with all objectives lost included). If enemy realm is overpowering you and you take control of one of the objectives you poison their supplies and they lose their stat bonuses and gain 10% debuff for next 5minutes (Only the outcome matters).
Of course numbers could be tweaked regarding realm ratio before it comes to effect.
Loneliness is cured by friends of all colors and shapes objective: There would be 2 of them on the map
- Loneliness is cured by friends of all colors and shapes objective positive effect: Cap one and you receive additional guards at each objective you control (even guards need more friends), cap both of them and even boss of the guards gets another boss friend where both start using abilities.
- Loneliness is cured by friends of all colors and shapes objective negative effect: If you have both objectives capped and you are overpowering enemy realm then your guards become extra friendly due to being alone for so long that they start befriending enemy realm players and giving them their own services just for being there.
We could also use some really hard mini bosses on the map in places where fights rarely happen. Some boss could be so tough they require a warband and some of them are better suited for smaller groups. Once the boss gets defeated he will start roaming in his area instead of staying in his lair/cave/hole and attack enemies of his/her master.
Some bosses would only be defeated by 6 mans, some 12 mans and some would require a full warband. If one of the realms comes with +-5 player difference bosses would get infuriated that there are only few/too many here to challenge them and go in fury mode (20-100% stat bonus depending on the boss).
We could use shrines, temples, towers in the maps as well. Think of it like in mobas, whoever goes close to it would be the owner. There would be no fighting over it. Once the object sees you as the owner it would keep giving you small vision in the area even though no one from ally realm is there. If vision is not possible then just get a notification message. If it is possible but would take too much coding then keep it bound to realm leaders once they are put in the game.
Unlock guilds to 40 and make it so guilds at rank 40 can call upon siege assistance where NPC would go to the keep and start bashing the door from far away or close depending on what you call upon. They would not be controlled by player and would go directly to the keep that is being attacked.
In case of defense guild would be able to call for siege busters were NPCs would roll from the warcamp all the way to the keep that needs help and once in range go straight for the siege engines. I don`t have to mention that these minions would require more than few people to be killed.
That is how we make rvr more fun I think. Please ignore any mistakes I made, I am not english native and it is still too damn early.
Characters: Gladius (RP), Naulin (AM), Beardicus (WP), Hive (BG)
Guild: The Unlikely Plan / TUP
Twitch: https://www.twitch.tv/phyrexianhulk
Guild: The Unlikely Plan / TUP
Twitch: https://www.twitch.tv/phyrexianhulk
Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
For me RvR should be fun, and to be that all players should feel it's worth to play. When you start game and chose what to do pve, sc or RvR you should feel it's worth to go RvR.
Why play RvR if you have 2 hours time and fight is at zone that you will not lock for... 6 hours so you get nothing because you will log of.
Why go RvR when on both side is same number of players? Even if you win at BOs, and even if you win with enemy players you will wipe at keep with lord keep. So it's also not worth to play.
I know we can farm them, play at night but it's about casual players and make RvR full of ppl, not only few winners.
I don't like xrealmers but it's just smart. Why play at side that can't win or even lose, you will play 6h and log off with nothing. When ppl switch sides atleas we can lock zone.
I would very like to lock zone at keep, game is faster and for more ppl worth to play, even if you don't have much time.
Why play RvR if you have 2 hours time and fight is at zone that you will not lock for... 6 hours so you get nothing because you will log of.
Why go RvR when on both side is same number of players? Even if you win at BOs, and even if you win with enemy players you will wipe at keep with lord keep. So it's also not worth to play.
I know we can farm them, play at night but it's about casual players and make RvR full of ppl, not only few winners.
I don't like xrealmers but it's just smart. Why play at side that can't win or even lose, you will play 6h and log off with nothing. When ppl switch sides atleas we can lock zone.
I would very like to lock zone at keep, game is faster and for more ppl worth to play, even if you don't have much time.
Ads
Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
It would help on those players who has their toons on the same account. What would be the loss?!obuw wrote:How can you possibly fix xrealming when anyone is free to create a new account whenever they want?kirraha wrote:One simple request. Fix xrealming. At least try with a lock of 3-4 h per side order/destro
Please don't make me regret not making a second account for my order characters by putting in a stupid timer of some kind.
Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
There is no fixing RvR. Just read back through this and other threads about it. Everyone has a different idea about what exactly is broken so no matter what changes get made, everyone else just whines more.
Players want it easy and get a kick out of winning. In warfare of this type, "numbers" is the greatest advantage so the Zerg will stay. When Az tried to make large numbers together a negative by boosting damage against them.... WHINE
Cross realming is not fixable. Even with client control. Sure the hurdles can be raised making an account bound to one realm. But free accounts just mean xrealmers make 2 and people will WHINE about choosing a realm and losing their other chars. Tying account to IP means xrealmers use VPN for one or more accounts and others WHINE that a family member can't play with them. With client control, (could be done in launcher too) store a realm token on the pc and xrealmers will hack the token or use more than 1 PC and others will WHINE they can't share their own PC with family/friends.
Honestly, if I was the dev team I would only work on the functional playability bugs and make no changes to balance or gameplay design because any type of change there is just met with vitriol. Tell the players this is the game you can play it as is or be gone as no more complaints (suggestions) are needed or welcome.
Players want it easy and get a kick out of winning. In warfare of this type, "numbers" is the greatest advantage so the Zerg will stay. When Az tried to make large numbers together a negative by boosting damage against them.... WHINE
Cross realming is not fixable. Even with client control. Sure the hurdles can be raised making an account bound to one realm. But free accounts just mean xrealmers make 2 and people will WHINE about choosing a realm and losing their other chars. Tying account to IP means xrealmers use VPN for one or more accounts and others WHINE that a family member can't play with them. With client control, (could be done in launcher too) store a realm token on the pc and xrealmers will hack the token or use more than 1 PC and others will WHINE they can't share their own PC with family/friends.
Honestly, if I was the dev team I would only work on the functional playability bugs and make no changes to balance or gameplay design because any type of change there is just met with vitriol. Tell the players this is the game you can play it as is or be gone as no more complaints (suggestions) are needed or welcome.
Who is online
Users browsing this forum: Google [Bot] and 19 guests