Vigfuss wrote:One of the good points about the resource carrier system was that players would be making rounds to BOs owned by their realm to send off the carriers. Small groups patrolling resulted in good pvp.
T3 will have double wall keeps. Keep takes end up taking longer and can be more interesting.
was nothing like this, there are always some spot where ppl pass the most, or are forced to pass, most one avoid flags and stay there, cos resource alredy started after a while, also with few ppl you take a lot to rank up a a zone and also ppl can exploit the renow by carriers due to to stay out of wc near guards and take renow.
I know ppl that avoiding the afk system and rr 100 in 2 weeks this way, being logged 24/24 h
also PLEASE no sc contribution for dominion system, 1 premade would be able to block every lock it's just stupid, also no pq (cos they hasve nothing to do with rvr).
also , 1.3.8 avoide zerg? ---->yes but he still need some changes:
1.3.8 lock was based on flags+keep+skirm+ sc (vps)=total of 100%
if not lock via vp, lock via timer set 2h:
2h timer lock start when all BOs+ keep are all controlled by 1 faction and if any one of those get conquered timer stop. Aka waithammer (cos there were too few ppl)
here the idea:
1-remove sc contribution ( ther will be no more 1 rollstomp premade block the lock ).
2-make skirmish vp gain rate based on aao and reduced it if opposed faction have aao, this prevent zerg easy run, cos it dosent matter what zerg does, if other realm have 400% aao you get ver very low contribution from skirmish.
This make easier controll the zone vp bar under zerg.
3-make 3 zone open as per above ppl will try to avoid this and split LF timer lock other zone.
4-when someone conquer flags/keep with other faction have aao the renow/etc is subtract and add to the timer lock (only to timer lock) This way, ppl are not reward for empty run, and opposite side have chance to organize a def, if then no one def , the attacking side get what he didn't all togheter at the timer lock.
A-Why does this not evolve in keep /bo trading? cos you use 15 min lock for flags and keep are always open, but due to renow reduced to 0 if 400% aao this make keep/bo trading impossible.
B-PPl will auto run zone by zone try to found where it suits them more fight. This actually make the more populated side redistribuite to 3 zone cos every one look to get renow/exp medallion but cant in a single zone. They are force to spread or no renow/lock/medallion whatever it's shiny. While the outnumbered side can choose how and where fight, pretty fight on 3 whole zone 1 at time even to stop other realm.
5-remove meddalions from keep---> move them to lock (ding!!! ppl will care if they loose or not something cos timer reset.
N.B. timer lock should not be 2h (no waithammer) but rahter 20-30 min.
the pro of the system it's that it's fully customable, it leave choice to player how they should fight ( zerg or spread ) but hit or reward based on that. It also do not ruin keep siege and also make small skirm happen.