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[RvR] Encourage Team Play and Zone Locks

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peterthepan3
Posts: 6509

Re: [RvR] Encourage Team Play and Zone Locks

Post#51 » Wed Jan 10, 2018 3:24 pm

If nothing else, it would serve as a means of encouraging people to play in guilds (as per the intent of the game), and thus teamplay would naturally evolve from that (one would hope).
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Aurandilaz
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Re: [RvR] Encourage Team Play and Zone Locks

Post#52 » Wed Jan 10, 2018 3:25 pm

Hargrim wrote: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.
Puggers gonna pug because current puggers can get vast majority of endgame rewards by just doing 15-30mins of daily pugging session. You no longer need to grind KV for 4-10 hours to get a gold bag, now you need to play 5-10 min in one zone on one char, and that is enough to enter the mysterious lottery contest. Then you hop on next alt, do 5-10 mins of pugging, get enough contri to join the lottery and then hop next alt. Eventually you have created enough lottery tickets, that the expected average gain is above of a single white bag. Quality matters less, quantity spam is where you can expect greatest yields when it comes to endgame rewards such as the infamous WhiteBags and 5th missing Genesis piece and that one Subju weapon that you have never seen. ;)

Anyway, puggers would probably be encouraged to join various casual/semi-puggerish guilds, provided those guilds made their puglifestyle more rewarding, and provided that the endgame rewards would be truly hard to obtain without proper guildplay.

Maybe "guild banners coming in 2 weeks" could also aid in PvE somehow (less chance to be crit from mobs? more outgoing dmg to non-players? making some future dungeons challenging for people with banners, but nightmarish for those without)

And maybe this is just fantasy, but I can dream of server somehow recognizing top guilds on both sides one way or another, and allowing these champions of their realm unique buffs, say slightly increased AoE target limits, something like up to 15 targets for top 5 guilds of that realm and up to 12 for next top 5 guilds. (or 18 to top 10, 15 to next 10 best, and 12 to next 10 best - in total 30 guilds each side having better AoE) Meaning, organized warband gameplay would actually reward the guild itself, and allow the guild to reach new higher potential. Not sure how realistic, but one can dream. ;)
(something that might actually make huge fort fights where 300 people shoot at 300 people tolerable, and current target limits most likely result in stalemates)

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Collateral
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Re: [RvR] Encourage Team Play and Zone Locks

Post#53 » Wed Jan 10, 2018 3:26 pm

I was thinking more about changing the rvr lakes themselves. By that I mean the bos. There has to be more incentives to capture and hold them. Currently they only rank up your keep, until you can get a ram and siege. That's it, the entire depth of the system.

How about this. Bos give a map-wide buff to the realm that holds it. E.g. armoury in praag, when a realm holds it they get a small buff to their armour, or perhaps they get a small buff to their offensive stats. Graveyard may give you an hp buff etc. You can make race specific buffs for racial pairings, making the maps even more unique. Which in turn can make people plan their strategies. There are so many possibilities, I just don't know what devs are capable of atm.

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Fallenkezef
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Re: [RvR] Encourage Team Play and Zone Locks

Post#54 » Wed Jan 10, 2018 3:29 pm

peterthepan3 wrote:If nothing else, it would serve as a means of encouraging people to play in guilds (as per the intent of the game), and thus teamplay would naturally evolve from that (one would hope).
Stop spreading that myth.

The "guild play" was never the intent of the game. I played from launch till ragnarok, guilds where an option, a rewarding one, but was never intended as THE way to play.

Drop in and drop out was always the wY the game was intended, as stated by the mythic devs themselves.
Alea iacta est

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peterthepan3
Posts: 6509

Re: [RvR] Encourage Team Play and Zone Locks

Post#55 » Wed Jan 10, 2018 3:31 pm

Fallenkezef wrote:
peterthepan3 wrote:If nothing else, it would serve as a means of encouraging people to play in guilds (as per the intent of the game), and thus teamplay would naturally evolve from that (one would hope).
Stop spreading that myth.

The "guild play" was never the intent of the game. I played from launch till ragnarok, guilds where an option, a rewarding one, but was never intended as THE way to play.

Drop in and drop out was always the wY the game was intended, as stated by the mythic devs themselves.
I fail to see how one could excel in the game when forts, city sieges and TOVL dungeons existed without being part of a synergised guild. Sure, you could drop in and out of pug wbs/groups - but you would never win against any semblance of organised opposition.

We should be making suggestions/proposals based around competent and proper group v group/wb v wb play, otherwise balance/suggestions are moot because, in a pug environment, anything goes.

Also: I would be interested to see a source of the mythic devs stating that unorganised, drop-in drop-out play was what they intended the game to be. Even if they did, mythic devs aren't exactly renowned for practicing what they preach...
Last edited by peterthepan3 on Wed Jan 10, 2018 3:34 pm, edited 1 time in total.
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Fallenkezef
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Re: [RvR] Encourage Team Play and Zone Locks

Post#56 » Wed Jan 10, 2018 3:32 pm

peterthepan3 wrote:
Fallenkezef wrote:
peterthepan3 wrote:If nothing else, it would serve as a means of encouraging people to play in guilds (as per the intent of the game), and thus teamplay would naturally evolve from that (one would hope).
Stop spreading that myth.

The "guild play" was never the intent of the game. I played from launch till ragnarok, guilds where an option, a rewarding one, but was never intended as THE way to play.

Drop in and drop out was always the wY the game was intended, as stated by the mythic devs themselves.
I fail to see how one could excel in the game when forts, city sieges and TOVL dungeons existed without being part of a synergised guild. Sure, you could drop in and out of pug wbs/groups - but you would never win against any semblance of organised opposition.
Numbers where different back then, was great times.
Alea iacta est

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peterthepan3
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Re: [RvR] Encourage Team Play and Zone Locks

Post#57 » Wed Jan 10, 2018 3:35 pm

More numbers doesn't equate to playing the game as per how it was supposed to be played (at the highest level, I don't care much for durp play).

The existence of guild banners & bonuses, racial synergy, morale synergy, skill/class synergy pretty much suggests that the opposite was true; it's not our fault that the mythic devs were, by and large, mostly incompetent - even with their own product.
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Fallenkezef
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Re: [RvR] Encourage Team Play and Zone Locks

Post#58 » Wed Jan 10, 2018 3:40 pm

peterthepan3 wrote:More numbers doesn't equate to playing the game as per how it was supposed to be played (at the highest level, I don't care much for durp play).
All your posts are about how YOU want to play the game and how YOU want others to play and reach for any justification to prove it.

Back on live it was a very different beast with SC's being linked to rvr.

The original devs always tried to create a game that worked for every playstyle and drop in/drop out casual/pug play was the most common.

You had the big, "competitive guilds" but for the most part (as it is now) it's mostly about the pug.

We had the constant whines from the "pro" gamers back then who resented the mere presence of casuals aswell.
Alea iacta est

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Natherul
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Re: [RvR] Encourage Team Play and Zone Locks

Post#59 » Wed Jan 10, 2018 3:46 pm

There should be no need to buff guilds more then when we get around to fix the standards (which is on the lsit ofc but not exactly a priority right now)

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Telen
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Re: [RvR] Encourage Team Play and Zone Locks

Post#60 » Wed Jan 10, 2018 3:56 pm

Play the game how I do or youre playing it wrong seems to be the tldr of this thread.

No.
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