RVR new system feedback
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Re: RVR new system feedback
uhm any starvation debuff shouls apply to the whole faction in the whole zone,once they felt like it looks like they wont let it happen again i assume (whatever the debuff is).

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Re: RVR new system feedback
What type of Debuff do you feel would be appropriate? I wouldn't want anything that would actually lead to a wipe on it's own(like a MKT bauble type of DoT), but considering this would only begin to accrue after 30-45min of complete map dominance, the defending side should have a some-what crippling debuff. There would need to be a minimum threshold to avoid potential late-night abuses, as well as a dozen other issues I am not thinking of, but I feel that the team is well acquainted with that type of shenanigans...
Remember, it doesn't have to be super large numbers causing the inability to take a keep. If order has 18 players, and destro is defending with 10 just sitting in their keep knowing order can't take it, after a period of time with 0 resources, those 10 defenders should be weak enough to roll over. Now, the attackers still have to deal with defenders and the Lord. You don't even need superior numbers to "lock" the opposing side into their keep. You see it when one side, for whatever reason, just can't get any tanks/healers/whatever in the lake, so regardless of their numbers they just get Rolled. With this, if they just sit there, then eventually, regardless of the numbers of defenders, the attackers would have a very likely chance of breaking them.
If the system does what it is supposed to, then the defending side should never, ever allow it to get that bad. The perfect iteration of this, is one that never actually sees gameplay, outside of extreme situations. That the defenders are so worried about starving, that groups and constantly pushing out to not only take BOs, but provide safe avenues for the resources to get into the keep.
Edit: Potentially, RR/Inf/Loot gains should be adjusted downward at the same rate the Starvation penalties accrue. This would go along with the general lack of resources, and if the Starvation is pushed to it's extreme, one could potentially get a really easy, albeit lengthy, high reward Keep take/zone lock.
Remember, it doesn't have to be super large numbers causing the inability to take a keep. If order has 18 players, and destro is defending with 10 just sitting in their keep knowing order can't take it, after a period of time with 0 resources, those 10 defenders should be weak enough to roll over. Now, the attackers still have to deal with defenders and the Lord. You don't even need superior numbers to "lock" the opposing side into their keep. You see it when one side, for whatever reason, just can't get any tanks/healers/whatever in the lake, so regardless of their numbers they just get Rolled. With this, if they just sit there, then eventually, regardless of the numbers of defenders, the attackers would have a very likely chance of breaking them.
If the system does what it is supposed to, then the defending side should never, ever allow it to get that bad. The perfect iteration of this, is one that never actually sees gameplay, outside of extreme situations. That the defenders are so worried about starving, that groups and constantly pushing out to not only take BOs, but provide safe avenues for the resources to get into the keep.
Edit: Potentially, RR/Inf/Loot gains should be adjusted downward at the same rate the Starvation penalties accrue. This would go along with the general lack of resources, and if the Starvation is pushed to it's extreme, one could potentially get a really easy, albeit lengthy, high reward Keep take/zone lock.
Re: RVR new system feedback
Hi,
there's another issue with the new system:
you got NOTHING for killing players outside the contested zone.
I'll explain.
I just killed a lvl 40 player on reikland (Order side of the map, not RvR zone) with my lvl 39 char and got nothing, no exp, no rep and of course no inf of the zone. (i killed the guy two times with the same result, casual kill).
So there's no point to "go around", now, with this system you force the people to "play" on a specific zone, wich is good for the "game health population" but, at the same time breaks the game, remember WAR is a PvP focused on RvR, but still PvP, so the enemy is the enemy on all maps, but with this system you encourage "not kill" (outside the contested zones).
Now if you see an enemy, intead of killing, you say "Hey! how are your wife and my children?" and continues you travel paying no more attention to the enemy.
I think that becomes boring because you force the players to play on a unique zone and not all the time the people are on the contested zones.
Go around killing enemies or the casual encounters is part of the game and on WAR, you always must get rep/inf based on the lvl of the enemy and i think i a key part of the game.
I like getting my rep/inf for killing players as always on WAR apart/independently of the RvR system.
Killing a player must count for something....as long he/she/they have RvR flag
Can this part of the system come back again?
P.D.
I'm not english natural, so try to understand what i'm saying.
there's another issue with the new system:
you got NOTHING for killing players outside the contested zone.
I'll explain.
I just killed a lvl 40 player on reikland (Order side of the map, not RvR zone) with my lvl 39 char and got nothing, no exp, no rep and of course no inf of the zone. (i killed the guy two times with the same result, casual kill).
So there's no point to "go around", now, with this system you force the people to "play" on a specific zone, wich is good for the "game health population" but, at the same time breaks the game, remember WAR is a PvP focused on RvR, but still PvP, so the enemy is the enemy on all maps, but with this system you encourage "not kill" (outside the contested zones).
Now if you see an enemy, intead of killing, you say "Hey! how are your wife and my children?" and continues you travel paying no more attention to the enemy.
I think that becomes boring because you force the players to play on a unique zone and not all the time the people are on the contested zones.
Go around killing enemies or the casual encounters is part of the game and on WAR, you always must get rep/inf based on the lvl of the enemy and i think i a key part of the game.
I like getting my rep/inf for killing players as always on WAR apart/independently of the RvR system.
Killing a player must count for something....as long he/she/they have RvR flag
Can this part of the system come back again?
P.D.
I'm not english natural, so try to understand what i'm saying.
8x -> Zealot
7x -> Magus, rSH, Sorcerer, Shammy Heal, mSH
6x -> Shammy dps
5x -> DoK , Wich Elf, Choppa, Chosen, BWizard
4x -> Mara
3x -> BG, Zealot dps
2x -> BO, 3rd Shammy
7x -> Magus, rSH, Sorcerer, Shammy Heal, mSH
6x -> Shammy dps
5x -> DoK , Wich Elf, Choppa, Chosen, BWizard
4x -> Mara
3x -> BG, Zealot dps
2x -> BO, 3rd Shammy
Re: RVR new system feedback
Red=Dead. RP/xp/inf be damned... Having said that, I am one of those /wave people. It's a small community. I don't feel the need to make someone's pve walk/grind even longer.
I'd guess the lack of kill reward is to deincentivise RP farming, ganking, and alleviate some raised concerns about organized dueling.
I'd guess the lack of kill reward is to deincentivise RP farming, ganking, and alleviate some raised concerns about organized dueling.
Re: RVR new system feedback
Uhm maybe more smaller reduction for the starvation would be better
Moral, wounds, renown/infl/exp: a less of debuff on all these things may be more effective that heavly debuff just one.
Maybe general stats debuff could be more effective -->like max of starvation = 20% stats debuff.
+ also a 20% less in moral gain
This would sum up all the previusly proposed stuff
Moral, wounds, renown/infl/exp: a less of debuff on all these things may be more effective that heavly debuff just one.
Maybe general stats debuff could be more effective -->like max of starvation = 20% stats debuff.
+ also a 20% less in moral gain
This would sum up all the previusly proposed stuff

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Re: RVR new system feedback
Giving x1.5 or even x2 xp,rps outside RvR lakes by killing a player would be awesome.notre wrote:Hi,
there's another issue with the new system:
you got NOTHING for killing players outside the contested zone.
I'll explain.
I just killed a lvl 40 player on reikland (Order side of the map, not RvR zone) with my lvl 39 char and got nothing, no exp, no rep and of course no inf of the zone. (i killed the guy two times with the same result, casual kill).
Re: RVR new system feedback
if the purpose of starvation is to get people out of keeps to defend/open supply lines a faction wide debuff makes no sense?
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Re: RVR new system feedback
I dont understand the new system. It seems there must be some bug in the code.
Example: As someone mentioned, killing someone in 1v1 inside a lake where currently no Keep is attacked results in no reward.
I understand it so far. Devs want to FORZE everyone into one zone. (not a friend of that and highly against it, but not my point)
BUT --> I had the exact same results, multiple times in ACTIVE RvR zones, when I killed somebody on my way.
I also got multiple replies from /ad people, wich had the same observation.
In addition to this there is some inconsistency in kill-rewards. Some times the floating text shows Influence/RP/EXP rewards sometimes not.
Because of that I always have to doublecheck in my combatlogs if I got rewards or not because even if you should 100% been rewarded, you still sometimes got nothing.
So there seem to be 2 problems right now:
1: You dont get loot/rp/xp/infl where we are supposed to
2: Floating text sometimes does not work (even if combat log shows the rewards)
That being said, the second problem could probably made it worse in terms of a subjective perception.
Does someone have a proper explanation to this? Or a reason what would cause this inconsistency?
Example: As someone mentioned, killing someone in 1v1 inside a lake where currently no Keep is attacked results in no reward.
I understand it so far. Devs want to FORZE everyone into one zone. (not a friend of that and highly against it, but not my point)
BUT --> I had the exact same results, multiple times in ACTIVE RvR zones, when I killed somebody on my way.
I also got multiple replies from /ad people, wich had the same observation.
In addition to this there is some inconsistency in kill-rewards. Some times the floating text shows Influence/RP/EXP rewards sometimes not.
Because of that I always have to doublecheck in my combatlogs if I got rewards or not because even if you should 100% been rewarded, you still sometimes got nothing.
So there seem to be 2 problems right now:
1: You dont get loot/rp/xp/infl where we are supposed to
2: Floating text sometimes does not work (even if combat log shows the rewards)
That being said, the second problem could probably made it worse in terms of a subjective perception.
Does someone have a proper explanation to this? Or a reason what would cause this inconsistency?

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Re: RVR new system feedback
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