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[RvR] Encourage Team Play and Zone Locks

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dwar
Posts: 68

Re: [RvR] Encourage Team Play and Zone Locks

Post#41 » Wed Jan 10, 2018 7:55 am

The amount of class/grp/realm synergy with all it's possi- and viable combinations of playerspecs/setups should be all incentiv needed to take action, if one wants to raise the own competitiveness.
Doing well or at least a bit better will raise rewards along the way - like medallions/bag/renown

Giving any major buffs/boni will only lead to abuse of the ppl organizing already...
Lets go all the way and give a worthwhile incentiv .. guildgrp gives 10% higher armor penetration or crit..
hell, I would join a guild just for 2-3h of premade action... restricting that buff(a.e. to receive the buff, all players must be members for 3 days or longer) would make the incent more and more pointless - the people that couldnt be bothered before, propably wont bother then..

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peterthepan3
Posts: 6509

Re: [RvR] Encourage Team Play and Zone Locks

Post#42 » Wed Jan 10, 2018 11:47 am

well said nork
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diedrake
Posts: 411

Re: [RvR] Encourage Team Play and Zone Locks

Post#43 » Wed Jan 10, 2018 12:36 pm

Only buff i could see for guild grp/wb play would be increased rr gain that would promote team play and posibly locks. As is right now as a gobo and rare cases my mara, i get way more in terms of playing solo if i want meds and rr. Only grp up when my guilies are on right now as they are healers and still grinding for gear
Fenaal- SM 40/84
Fanaal- CH 40/7x

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Aurandilaz
Posts: 1896

Re: [RvR] Encourage Team Play and Zone Locks

Post#44 » Wed Jan 10, 2018 1:04 pm

Not sure if doable, but more guild related ideas:
Banner giving 5-10% more renown?
Guild spawned ram that does 10-20% more dmg?
Guild claimed keep where the doors and oil have more HP, and oil does more dmg? More artillery for guild members to spawn?
Banner effects, 5-10 less chance to be crit hit, or maybe 5-10 more crit?
+5%-10 outgoing dmg and maybe -5-15% less incoming dmg?


As it is now, we in TUP could just have our guild exist solely in Discord server, the in game "guild" only mainly serves as a guild chat, maybe there is something in vault, and makes inviting to warband easier, and we probably have a guild cape no one seems to use. ???

Obviously its a work in progress and devs have hinted at possible future guild improvements, but still, making guilds actually matter would most likely have an effect of driving up some kind of organized playing.
Blowing up unorganized non-pugs does get boring. ;)

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Asherdoom
Posts: 661

Re: [RvR] Encourage Team Play and Zone Locks

Post#45 » Wed Jan 10, 2018 1:33 pm

You can add more npc out thre into BO which ar champions and hero ranks making harder cap a objective. Like this you force ppl cooperate and not mass zerging.

Maybe you can also restore old supply system to avoiid afk under the BO
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tionblack
Posts: 302

Re: [RvR] Encourage Team Play and Zone Locks

Post#46 » Wed Jan 10, 2018 2:02 pm

Aurandilaz wrote:Not sure if doable, but more guild related ideas:
Banner giving 5-10% more renown?
Guild spawned ram that does 10-20% more dmg?
Guild claimed keep where the doors and oil have more HP, and oil does more dmg? More artillery for guild members to spawn?
Banner effects, 5-10 less chance to be crit hit, or maybe 5-10 more crit?
+5%-10 outgoing dmg and maybe -5-15% less incoming dmg?


As it is now, we in TUP could just have our guild exist solely in Discord server, the in game "guild" only mainly serves as a guild chat, maybe there is something in vault, and makes inviting to warband easier, and we probably have a guild cape no one seems to use. ???

Obviously its a work in progress and devs have hinted at possible future guild improvements, but still, making guilds actually matter would most likely have an effect of driving up some kind of organized playing.
Blowing up unorganized non-pugs does get boring. ;)

There are nice ideas there but i think the problem is not the lack of rewards but that people dont need to do much to get them.I think Renown point gain is too good.It can be setted up in a way where you must work hard to lock the zone for that fat renown bonus.That is why i said remove the zone timer so people wont slack and wait for the timer it really is a huge issue i have seen.The feel of the rvr changed completly and i think this small change has a big role in it.
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kill Droll you Kill this Server. DROLL is Community :wink:

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Collateral
Posts: 1494

Re: [RvR] Encourage Team Play and Zone Locks

Post#47 » Wed Jan 10, 2018 2:32 pm

Honestly Tion I wouldn't remove the zone timers. Sure in the older days the zones were intense, fighting for locks and having some kind of realm pride, but that's long gone for me. We as a guild farmed order for days back then, and believe it or not some zones were extremely tiring (the cursed kv).

The main problem is mainly the design of the maps themselves. The lack of flow, lack of rewards for holding objectives, lack of meaning in the design itself, and ultimately for taking keeps. The rvr is simply shallow in it's core. And no matter how long a zone last and how hard you fight, for me it's just that sense of incredible triviality of the design (this is not really the devs fault here, it's simply the original design).

That's why I think that giving more importance to guilds would greatly increase the quality of gameplay, no matter what type. I hope this will come with time, but for now there's no point for me to tryhard with a warband.

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Asherdoom
Posts: 661

Re: [RvR] Encourage Team Play and Zone Locks

Post#48 » Wed Jan 10, 2018 2:40 pm

Collateral wrote:Honestly Tion I wouldn't remove the zone timers. Sure in the older days the zones were intense, fighting for locks and having some kind of realm pride, but that's long gone for me. We as a guild farmed order for days back then, and believe it or not some zones were extremely tiring (the cursed kv).

The main problem is mainly the design of the maps themselves. The lack of flow, lack of rewards for holding objectives, lack of meaning in the design itself, and ultimately for taking keeps. The rvr is simply shallow in it's core. And no matter how long a zone last and how hard you fight, for me it's just that sense of incredible triviality of the design (this is not really the devs fault here, it's simply the original design).

That's why I think that giving more importance to guilds would greatly increase the quality of gameplay, no matter what type. I hope this will come with time, but for now there's no point for me to tryhard with a warband.
i agree with that. Guilds are nice if they get a guild buff
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Hargrim
Former Staff
Posts: 2465

Re: [RvR] Encourage Team Play and Zone Locks

Post#49 » Wed Jan 10, 2018 3:00 pm

Asherdoom wrote:You can add more npc out thre into BO which ar champions and hero ranks making harder cap a objective. Like this you force ppl cooperate and not mass zerging.

Maybe you can also restore old supply system to avoiid afk under the BO
Current supply system is superior to other in every possible way. Think one more time about what you proposed, because it in no way promote group play (or it does - if zerg is a group).
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Hargrim
Former Staff
Posts: 2465

Re: [RvR] Encourage Team Play and Zone Locks

Post#50 » Wed Jan 10, 2018 3:03 pm

All I see about guild importance is 'give guilds bonus X'. Well, it would make them more or less mandatory, but would it change anything? Puggers gonna pug.
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