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Re: Fixing Fundamental Reward Problem

Posted: Tue Apr 04, 2023 12:09 am
by lemao
Sinisterror wrote: Mon Apr 03, 2023 6:36 pm
waerter wrote: Mon Apr 03, 2023 4:44 pm The Thing is, I would like having interesting keep sieges. I would like to have a campaign which isn't meaningless. I would like an game where Small Scale and Zerg are both parts of it and can coexist.
And the sad part is: We had this. We had 3 open zones at the same time. We had no SOR so both sides needed scouting and you could do a sneaky siege. We had a campain where keeps and forts where important. Yes the keep fights can be boring but instead of fixing that issue the game has been shrunk to a state where most things which made it unique are insignificant now.
And I think that's an extreme pity.
Yep. 3 Zones always open, Remove SoR and Replace Keep Lord with Flag like live. Keep Door should be able to be damaged by Melee's and melee healing/Lifetap healing from keep door should be brought back along with 9 aoe cap, -50% Aoe HD's, Morale dmg cap removed/Higher. Bo's should have Champs+Hero mobs to kill before cap, lock bo and resource carrier npcs back. One true Tier 2-3 Rvr Zone always open, with 3 Tactics instead of 4. Makes Lowbies enjoying RvR. Population is easily enough and more people will start again when Fun Returns.

Alot of Unique/Useful/Fun things that have been replaced back. Keep Pounce for Order's only same with Ranged KD(Except Marauder Mutating Energy) WL should be able to pounce Mid-Air, Pets should get all Grp heals/buffs. Kotbs 2H Vigi/Destroy Confidence/Runefang and Mighty Soul back. Alot of classes need this so not gonna list more of them.

2s ICD of Kisses,Covenants,Bw/Sorc buffs and all else changed to 05s ICD. Give 66dps 1h and 100dps 2H Royal Wpns with alot more procs than RoR currently has. Nerf Anticrit + Bring Back HUGE amounts of Crit that RoR took away. 7% Crit Staffs, 4% Crit talisman on Shoulders. 4-pc bonus on Ruin/Anni/Merce 5% Critical and 5-pc would be +2 Mastery points. Remove +2 Mastery points from Sove/Warlord its super OP or Useless and doesnt belong on high end gear.

And about GCD change " The GCD on both AoR and RoR is 1.15 seconds. We know this is the case because the client allows abilities to be used 1.15s into the displayed 1.5s GCD as long as you get your timing right. If you invoke the ability too early, it will be blocked until the 1.5s GCD is up.

We previously had the server enforce the 1.5s GCD hard, and it resulted in client casts being cancelled." That is how it worked live, in RoR you could spam skills and get 1.15s GCD but no AP Tick. If you waited 1.5s You get Ap tick between casts.

That GCD system is so much better! And Slower GCD with 2s ICD on procs favours Current over the top Defensive vs Dmg meta. In 6v6 Good teams, No one will ever die. At least make GCD 1.25s.

Now in a time if you only do Sc's to Lvl Up you Will be Lvl40 RR3x which is just so stupid. Make Deva/Duelist Rank 22/22rr. Anni/Merce/Ruin r31/29rr. Red-Eye lvl 30-33. Conqueror/Dominator Rank 36-40/rr 35.

And when you ding 40, you should really just get instant rr58 and Full Vanq or Oppressor set and Subjugator+rr45 Wpns. Or just Bolster under rr58 to Lvl 41 or 42 in T4. Very few New, or even Older players want to log in when all chars are leveled to r40rr3x just doing PvP. Cant reroll forever to do T2-3 Scs.
"In 6v6 Good teams, No one will ever die. At least make GCD 1.25s. "

Do you even watch 6vs6 games which are being streamed ? People are dying through guard. Don´t make statements which are blatantly wrong if you have no idea.

Re: Fixing Fundamental Reward Problem

Posted: Tue Apr 04, 2023 7:08 am
by rejndjer
Cyrylius wrote: Mon Apr 03, 2023 4:57 pm If I can score kills with ST magus then same should be possible with fester.

People cry about the zerg for the same reason the cry about sieges, zerg vs zerg boils down to math and leaves little space for anything more complicated than that
omg you're so wrong again. so if a zerg of 199 people fights, zerg of 200 people, the one with 199 loses in 100% of time?

Re: Fixing Fundamental Reward Problem

Posted: Tue Apr 04, 2023 9:39 am
by Asderas27
Ninjagon wrote: Mon Apr 03, 2023 7:13 pm Guess what is the most LAME behavior?

To fight and lock the zone only to switch side afterwards with your full warband to farm next content (like fortresses).

You know, who or which guilds do that. These people will never get respect, fame or honor they (probably) seek...
Have you gotten the respect, fame or honor you seem to seek ?

Re: Fixing Fundamental Reward Problem

Posted: Tue Apr 04, 2023 1:48 pm
by Ninjagon
Asderas27 wrote: Tue Apr 04, 2023 9:39 am
Ninjagon wrote: Mon Apr 03, 2023 7:13 pm Guess what is the most LAME behavior?

To fight and lock the zone only to switch side afterwards with your full warband to farm next content (like fortresses).

You know, who or which guilds do that. These people will never get respect, fame or honor they (probably) seek...
Have you gotten the respect, fame or honor you seem to seek ?
Any direct answer to your question will be misleading. Others must decide that, not you.

But yes, there are enemies, better than me, which I respect deeply...

Re: Fixing Fundamental Reward Problem

Posted: Tue Apr 04, 2023 1:57 pm
by waerter
Asderas27 wrote: Tue Apr 04, 2023 9:39 am
Ninjagon wrote: Mon Apr 03, 2023 7:13 pm Guess what is the most LAME behavior?
To fight and lock the zone only to switch side afterwards with your full warband to farm next content (like fortresses).
You know, who or which guilds do that. These people will never get respect, fame or honor they (probably) seek...
Have you gotten the respect, fame or honor you seem to seek ?
I somewhat doubt that this type of discussion will move the topic forward. Therefore, I think it would be good if you would conduct such disputes privately.
Sinisterror wrote: Mon Apr 03, 2023 6:36 pm
waerter wrote: Mon Apr 03, 2023 4:44 pm The Thing is, I would like having interesting keep sieges. I would like to have a campaign which isn't meaningless. I would like an game where Small Scale and Zerg are both parts of it and can coexist.
And the sad part is: We had this. We had 3 open zones at the same time. We had no SOR so both sides needed scouting and you could do a sneaky siege. We had a campain where keeps and forts where important. Yes the keep fights can be boring but instead of fixing that issue the game has been shrunk to a state where most things which made it unique are insignificant now.
And I think that's an extreme pity.
Yep. 3 Zones always open, Remove SoR and Replace Keep Lord with Flag like live. Keep Door should be able to be damaged by Melee's and melee healing/Lifetap healing from keep door should be brought back along with 9 aoe cap, -50% Aoe HD's, Morale dmg cap removed/Higher. Bo's should have Champs+Hero mobs to kill before cap, lock bo and resource carrier npcs back. One true Tier 2-3 Rvr Zone always open, with 3 Tactics instead of 4. Makes Lowbies enjoying RvR. Population is easily enough and more people will start again when Fun Returns.

Alot of Unique/Useful/Fun things that have been replaced back. .......
I'd like to leave the balancing issue out of it, because I think it requires a holistic view that goes beyond : "The class needs this ability, and this class is too strong here."
For that, I think you need to look at which side has which abilities available and design that according to a predefined concept, rather than manipulating individual abilities as has happened in the past.
My hope is that the expected Ability system will provide the corresponding possibilities.

My desired mechanics would be:
  1. all zones of a pairing open at the same time.
  2. whoever locks 3 zones from these 5 zones attacks the opponent's fort.
  3. If the score is 2:2, the first zone of the side that lost the last lock is opened again.
  4. If a pairing is locked, the next one is opened.
  5. SOR only shows own keep-level and attack status.
  6. there is a scout plugin where you can report information about warbands, BOs and the enemy keep to the SOR.
  7. BOs should have Hero + Champ mobs to kill before cap.
  8. resource carrier NPCs move to keep and can be killed.
  9. depending on how many resources are delivered to the keep, the keep will be better equipped. (1* Keep Lord + Champions spawn, 2* Ram + Oil is available, etc)
  10. If you adjust the siege tools and defenses available at the appropriate keep level, you could make sieges interesting again.
  11. However, you would have to adjust the rewards so that a keep conquest or defense against a strongly developed keep is significantly more rewarding than against a weak one. (To create incentives to actually level the keeps and not just run against empty keeps).
  12. The side that has locked 2 pairings attacks the enemy city.
  13. If the fort attack is repelled, the current pairing is restarted.
In my opinion, this would be a concept big enough to accommodate both Smallscale and Zerg, and make the campaign interesting and significant again.

@Garamore
What would be your idea how to achieve both?

Of course, the others are also invited to participate.

Ok I admit that this post also somewhat misses the original topic, but I hope that it is at least understood as a productive expression of opinion and Thoughts.

Re: Fixing Fundamental Reward Problem

Posted: Tue Apr 04, 2023 2:09 pm
by Ninjagon
+ for 3 zones up all time
+ for fixing the campaign up to the city
+ for any unique reward drops from forts - cities - LotD (well LotD already has something to offer, we are missing WEAPONS)
+ for account currency (crests)

Re: Fixing Fundamental Reward Problem

Posted: Tue Apr 04, 2023 2:26 pm
by Scottx125
The rewards are fine as is (actual currency you get). The problem is IMO the campaign is now pointless leading to less fulfilment of completing a campaign unlocking dungeons in a city etc. There's no reason to try to push keeps and forts other than crests and renown.

Which is why when most people hit 80, they don't care about those things any more and stop caring about pushing forts etc and just want to farm kills because that's more fun in the end game for a lot of people.

I support the removal of SoR and the opening of 3 zones. To allow WB's to quickly divert to other zones and split the fight, perhaps ninja push keeps forcing zergs to split up to cover more territory. I also think the RvR campaign should be again reworked to reward players pushing zones and forts rather than just fighting each other for crests.

In regards to Xrealming, if you switch to an overpopulated side from your current underpopulated faction you should get a deserter debuff, reducing all crests and renown income to practically zero and making you ineligible for bag drops for 1-2 hours. Where as switching from the populated side to the underdog side should give you a reinforcement bonus, rewarding extra renown and crests. The aim being to reward players who actively try to maintain population balance trying to prevent order/destro trains, and punishing those who switch to abuse it, while I'm not for punishing players normally, In this case because it's so important to the quality of RvR, there has to be some sort of incentive against zerging.

Re: Fixing Fundamental Reward Problem

Posted: Wed Apr 05, 2023 7:01 pm
by Azhag
Ninjagon wrote: Mon Apr 03, 2023 7:13 pm To fight and lock the zone only to switch side afterwards with your full warband to farm next content (like fortresses).
You're confusing the fundamental difference - it's not about to farm content, but about not letting to farm it to those who are just zerging and unable to fight (you know, who or which guilds do that).

Re: Fixing Fundamental Reward Problem

Posted: Wed Apr 05, 2023 11:39 pm
by tvbrowntown
turn the orvr campaign into a moba.

Re: Fixing Fundamental Reward Problem

Posted: Thu Apr 06, 2023 8:47 am
by Atropik
- All character wipe when city falls,
- No mirror city instances - do a proper zerg fest,
- Increase respawn timer up to 3 minutes,
- Implement buy back option based on you renown rank,
- Win/lose stats added to you forum account front page.

Hell, YES!