[ORVR] Brainstorming/Suggestions

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bulgy70
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Re: [ORVR] Brainstorming/Suggestions

Post#41 » Tue Nov 27, 2018 11:24 am

The issue is how do you get the players to move to a new zone, when you hit that magical number of 250.

To do that we have to look at it from the mindset of the pug, you never going to get them to quit a zone with out some type of reward for them. As players don't want to quick a zone for fear of losing out on a bag and RR bonus.

So how can you do this?
You could look at adding a button like the old rally call button, what this button would do is to let the player transfer to a new zone. But would give them a bonus in RR and extra influence to winning a bag in the new zone when that new zone locks, plus the player would need to stay in the new zone for a set time to receive the lock bonus and influence roll bonus.

Something like
RR bonus of 1,000 – 10,000 ( depending how long the player stays within that zone )
Plus bag roll influence of 10 – 100 ( depending how long the player stays within that zone )

The button would only work for so long and would only trigger when the numbers are over 250.

(Please note Brio) I am sticking this in writing.

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Onemantankwall
Posts: 523

Re: [ORVR] Brainstorming/Suggestions

Post#42 » Tue Nov 27, 2018 12:36 pm

Natherul wrote: Tue Nov 27, 2018 11:18 am
Xergon wrote: Mon Nov 26, 2018 9:22 pm
zgolec wrote: Mon Nov 26, 2018 8:06 pm Xp/rr gain debuff 25/50/75% if in zone [xx] ammount of people is bigger then [yy] :P

Its like real life - know where it hurt most of ppl? When you hit em in the wallet :P
Maybe, there should be some certain MIN and MAX pull of RenownPoints/BagRolls to be shared among players from KeepTake/ZoneLock, but that number has to be known so players/WBleaders can decide if its worth to fight in that zone or move to other zone.
No doubt a debuff would be more effective then a buff but the team prefer carrot over stick if its possible. And the idea is ofc to have this system (whatever it might be) as transparent as possible as it should be clear what we want to accomplish and what gains can be had if players move.
You can only feed a animal so many carrots until its full, no reward will be worth leaving the fight to either pvdoor or get farmed in a 2nd zone just wasting time with that kind of ideology only way ur splitting the zerg is by forcing it through the system like either a pop cap or bringing back t2-t3 for lowbies carrots would just be ignored and a waste of time
Last edited by Onemantankwall on Tue Nov 27, 2018 1:54 pm, edited 1 time in total.
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Collateral
Posts: 1494

Re: [ORVR] Brainstorming/Suggestions

Post#43 » Tue Nov 27, 2018 12:47 pm

bulgy70 wrote: Tue Nov 27, 2018 11:24 am The issue is how do you get the players to move to a new zone, when you hit that magical number of 250.

To do that we have to look at it from the mindset of the pug, you never going to get them to quit a zone with out some type of reward for them. As players don't want to quick a zone for fear of losing out on a bag and RR bonus.

So how can you do this?
You could look at adding a button like the old rally call button, what this button would do is to let the player transfer to a new zone. But would give them a bonus in RR and extra influence to winning a bag in the new zone when that new zone locks, plus the player would need to stay in the new zone for a set time to receive the lock bonus and influence roll bonus.

Something like
RR bonus of 1,000 – 10,000 ( depending how long the player stays within that zone )
Plus bag roll influence of 10 – 100 ( depending how long the player stays within that zone )

The button would only work for so long and would only trigger when the numbers are over 250.

(Please note Brio) I am sticking this in writing.
What would stop everyone from doing it though? If people see that another zone gives even more xp/rp, why wouldn't they all go there instead? Or maybe I misunderstood your suggestion.

This problem obviously cannot be solved with a single answer. Many many things influence rvr and player mentality, and I hope devs are aware of that. Giving out carrots on sticks is a short term answer.

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zgolec
Posts: 754

Re: [ORVR] Brainstorming/Suggestions

Post#44 » Tue Nov 27, 2018 3:30 pm

Whatever is the idea it has to be well think through and implemented asap...

The other day we were talking about 4+ wb [on one side] clashes last Christmas and somehow server was able to pull this off. Not sure if this is fault of changes on the game code or server side problem but now, on last few days any bigger fight is slideshow and enormous lag for everyone involved [praag, cw etc etc].
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Wosh
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Re: [ORVR] Brainstorming/Suggestions

Post#45 » Tue Nov 27, 2018 5:04 pm

Hi Yali,

Thank you for the invite to this brainstorm.

Rewards for talking a particulary objective / keep. A reward to the guild who claim and holds it and a minor reward to the rest of the server for their side to own it. With reward i mean a buff, similar to that of banners.

Now a network of rewards that has a synergi with each other, you take keep A and you combine that with objectives B and C from different zones and you end up with Y buff. View each diffrent objective and keep, in the World as one ingredience to a potion/buff that is guild and server wide. And have the objectives and keeps cost gold to upkeep.

Obviously the goal is still to reach a town, so to prevent zone fliping ones a keeps is locked in a zone the keeps are locked for a period before the walls Can be stormed again. Now you have a New direction besides buffing or nerfing renown :-)

And If haveing an objective that Can always be capped you Can now stop a guild buff from working and so If that guild or side wants to maintain the buff they gotta Go capture the objective back.
/Ehrenreich

Let me know If you want me to elaborate further.

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Haskr
Posts: 532

Re: [ORVR] Brainstorming/Suggestions

Post#46 » Tue Nov 27, 2018 6:07 pm

I agree with Grurfarg and others in this topic: Turn of the addons and mechanics that lead to the current lag (sor, lord fights etc that yaliskah mentioned)

The second open zone is not a good idea, anybody want to be were the big fights are, so the focus should be on making that playable (which it was in the past), this is also what will happen in the forts, so it would be good to make big zones playable again for the future.

The situation about one year ago was playable in my mind, yes there was lag in the big keep fights, but I found it playable and it did not occour that often (in my mind, maybe I don't remember it very well)

Maybe remove the unified tiers decision? I have the tier 3 campaign in good memory, not a ghost town that people say it was, maybe I don't remember it very well but I think I always found a group or warband.

Although Sor is a very good addon, I have disabled it because it produces micro lags on my character regardless of were I am.

cheers!

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Skullgrin
Posts: 855

Re: [ORVR] Brainstorming/Suggestions

Post#47 » Tue Nov 27, 2018 8:17 pm

Ok, here are a few of my thoughts on how to spread people out.

First off, keep the dynamic of opening more zones depending on the population. Then encourage people who are still leveling to move to the new zones by giving them a 5-10% bonus to experience and renown if they fight within their racial pairing. This makes sense from a lore perspective, you gain more renown from protecting your home turf. Also will hopefully split the active areas population by 1/3 to 1/2. This would be less effective for higher ranked players, but might help to lessen the server load. Might also encourage warbands of a single race, which is also nice from a lore perspective.

Second, keep BO flag captures the way they are, but reintroduce supplies (which regenerate over time) to them, while also keeping the supply drops from player kills. Reduce the amount received from both to prevent the Keeps from leveling too quickly (or increase the amount it takes to level the Keep). Reduce the renown received if players end up leveling too quickly. This will help to stop people from grouping up on a BO and just sitting there (causing lag), by encouraging groups and solo roamers to make supply runs - thus spreading out where combat takes place. This also adds to the fun, with supply run gankers making the runs dangerous while also making people explore the maps in the attempt of finding hidden routes to avoid said gankers.

Third, BO's need to be made much more important in regards to capturing keeps. a massive source of lag occurs when both sides pour into a keep during the Keep Lord battle. I know at one point that the number of BO's you held affected how powerful the Keep Lord was (not sure if this is still true), but it just is/was not noticeable enough to encourage players to forgo the keep battle and capture the BO's. Possibilities to encourage groups to capture BO's include increasing the renown tick temporarily while the Keep Lord is under attack and/or changing the Keep Lords physical size as well as the damage he deals depending the number of BO's held (the idea is to give a visual reference that is instantly recognizable).

Last of all - and I'm not even sure this is technically feasible - it would be cool if there were some sort of quest giver that could dynamically send players to other zones that are currently open. The idea that I have is one where you are sent by from the overpopulated zone a lesser populated area. Once there you perform a quest - possibilities include capturing a specific BO, kill X number of players, deliver a war dispatch to that zones Keep Lord or bring an item back from that zone to help in the war effort. Quests then could also be given that require you to prevent the other side from performing these actions - for example I'm sent from Praag to The Shadowlands ( the two zones currently open) to go to a specific place on the map, click on an item placed there (acquiring some sort of relic or item of power) and then return to Praag with the item. At the same time someone on the order side is given a quest to prevent me from doing the above. The whole thing could also be scaled to 6 man groups or warbands, thus spreading out the server population. Unfortunately, I don't know if you could script a quest giver to only give quests to a zone that is currently open, and even if you could it would be a ton of work.

There you go, a few of my ideas on the matter...

“I have lots of ideas. Trouble is, most of them suck.” - George Carlin
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oaliaen
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Re: [ORVR] Brainstorming/Suggestions

Post#48 » Wed Nov 28, 2018 10:45 am

If a faction is outnumbered like helll..like now: ( 17 destro vs 79 order ) , make the way to a winner faction gain a minimum chance to get bags. Or make a auto balance: If destro have 17, order can only have bags on 17 players whit minimum chance to get it.
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mits619
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Re: [ORVR] Brainstorming/Suggestions

Post#49 » Wed Nov 28, 2018 4:45 pm

I remembered a system that the game had. A defence tick for keeps, was like a zone lock with bag rolls ( had the same value with zone lock) So the keep had to stay safe for 10-20 minutes and you needed to stay in keep zone to get the lock/roll.

With this system it creates a very good reason to leave from main zone and go to other zones to fight, either attack keep or defend.

So what is missing here is a good reason for ppl to leave the main zone to go and try to attack in other zone, to do so we need to make keeps more easy to get, maybe remove lord and make the doors harder to break,

With this lets say that outter door is on 40% and attackers all die/wipe, they have 10-20 minutes to get organized again and attack coz they left the door on 40% and door heals slowly. That way i think it makes you want to try again coz you left something unfinished and its on timer before the doors go back to full health.

The system with the lord as it is now is that you need alot of ppl to take keep and kill the lord. Killing the lord it takes too much time (pve). So if you wipe on lord or generally on keep the lord hp resets and you need to do it all over again, it makes you feel desperate that you lost all the invested time with the lord with one reset.

This system i think answers to the pve/pvdoor excuse
Allows to have more zones active and you dont stuck in one zone for hours
Good reason to leave main zone
Creates small scale pvp
Makes the game more strategic, to think where to attack or defend

Some will gonna say with this system, rewards or locks gonna be more often.
but we can cut the rewards in half or adjust them to have smooth progression on rewards.

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Wam
Posts: 807

Re: [ORVR] Brainstorming/Suggestions

Post#50 » Wed Nov 28, 2018 5:08 pm

Hard to get the balance right with lord, the main thing is the lag

Lag slows down combat and siege massively making it take alot longer than it should when you are even in a dominant position and have clear advantage.

I.e when you wait for ram at keep, and it keeps getting stuck despawned... so you have to wait a extra 30 minutes with not much to do just because of things outside player control, can be a bit buzz kill and tedious.

Then when you fight lord, if he is warping in lag and resetting (yeah a tank with menace should usually be able to keep him... but in extreme lag things go hay wire)

Also in extreme lag, dps/healers can't heal properly or tanks interupt as ideal so it just makes the whole thing take longer than was probably intended? throw in some resets (healers cant burst heal main tank, tanks cant interupt as reliable in lag) ... could take anywhere from 30 minutes to two hours longer due to lag in extreme circumstances.

So it's hard to truley judge the lord's tankiness fairly when its always lagging hard... it's like even if you made him less tanky, and more glasscannon (faster cd of channel attacks) and maybe more self healing to compensate... in lag still might take longer as unforseen things happen.

If you make him squishy, then fix lag... he will probably melt in 10 seconds like t3 keep lords use too which is not ideal. Should take a solid warband uncontested 5-10 mins of pressure IF lord is tanked properly and doesn't reset? ... the problem however is also two fold 1) lag 2) lack of good tanks who run menace / interupt lord and keep agro. Dev's can't do anything about the latter, that's on the players to organise themselves.
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