Re: improving the general RvR-system - not just my two cents
Posted: Mon Oct 05, 2015 9:54 am
Against all odds, lesser side get more xp/rr for kills
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=6685
Having a hard time understanding what you want to say. Taking your comments in all other rvr suggestion threads I will anwer with "No". I think it fits alright.mirrorblade wrote:Before merge some ideas pls read other rvr system topics, 4 or 5 rvr topics
We need a complex system (as vp system)
Zerg was bigger problem then afk w8 free ticks. We have zerg because ppl want free rr for all characters (include x realmers)
Need guards, and npcs at keeps and bos, if we have attackers, we will have defenders.Need to slow attackers, but dont stop and we didnt like the w8hammer.
Die for honor and glory!
X realmers the problem, Both of side boring if havent big fights (defender little groups slaugthered, attacker take free keeps,zones is boring after a half hour)
Keep trading was better, 1 open zone and zerg win is worst!
don't you think a lot of people would complain about that?Bandaid wrote:The easiest way to not encourage zerging is to remove the Warband groups. Lets have multiple parties roam the lakes instead.
there is no reason to make a system more complex than necessary if a simple one also gets the job downmirrorblade wrote:Before merge some ideas pls read other rvr system topics, 4 or 5 rvr topics
We need a complex system (as vp system)
- most of the free renown is gone in my systemmirrorblade wrote:Zerg was bigger problem then afk w8 free ticks. We have zerg because ppl want free rr for all characters (include x realmers)
ok this i really don't understand at all, i would be glad if you tried explaining it againmirrorblade wrote:Need guards, and npcs at keeps and bos, if we have attackers, we will have defenders.Need to slow attackers, but dont stop and we didnt like the w8hammer.
Die for honor and glory!
X realmers the problem, Both of side boring if havent big fights (defender little groups slaugthered, attacker take free keeps,zones is boring after a half hour)
Keep trading was better, 1 open zone and zerg win is worst!
well if you are still talking about X-realming in my system: i don't think it is a problem there because most of the renown will come from player kills (the only tick will be the one from the lock and compared to a kill it is not that much)navis wrote:One this to consider is a mechanism to control the players who swap Realms when a victory or lock is approaching on the opposite realm.
WHY - many ppl will switch sides when a big lock or something like a zerg is developing.
What - big rewards are usually given from Keep takes, Zone locks. This is the easiest way to get some of the best gear and rewards.
How - a mechanism to regulate rewards when switching sides, in order to discourage the realm changing for quick rewards.
So instead of getting rid of the rewards like rewarding everyone who is active in the lakes and flagged for PvP, better idea is to limit the rewards given to those who have just switched sides.
The old alternative is to stop X-realming all together but this is not the best solution either.
I say just add a reward debuff to the players who have switched realm. Lets say for example a 1 hour reward debuff which starts with maximum reward limit of no renown given and as time runs out the renown gain is then returned to normal.
?? what do you think