I am not optimist as you, i see a great hole in that system.
Btw you are not accurate in tell me how this pulse system should work. If you meant there should be 1 pulse after enter/exit from combat on the flag or both receive 1 pulse every x sec/min def the flag this is still something that can be exploited, basically ppl required just 1 flag x side and can stay afk at flag and log sometimes. Then there is not always populate zones, there are times were ppl is not in game, the system must work 24h / 24h with out hole or not be implement at all.
T2
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Re: T2
I think also about the theorycrafting i have been seeing here. I liked ur first post, Tesq, and some of the ammends proposed by Ficklefetus and Aquilon.Tesq wrote:I am not optimist as you, i see a great hole in that system.
(...)
I would sum my opinion about this in these quotes:
Spoiler:

Also have to say that Bozzax tendency to dicrepancy is making the little factors arrise, making this thread actually interesting to follow. He is pointing many things that need to be looked at.
Last edited by Ototo on Fri Jun 12, 2015 12:08 pm, edited 1 time in total.
Spoiler:
Re: T2
I'm optimist but honestly how can you exploit this?Tesq wrote:I am not optimist as you, i see a great hole in that system.
Btw you are not accurate in tell me how this pulse system should work. If you meant there should be 1 pulse after enter/exit from combat on the flag or both receive 1 pulse every x sec/min def the flag this is still something that can be exploited, basically ppl required just 1 flag x side and can stay afk at flag and log sometimes. Then there is not always populate zones, there are times were ppl is not in game, the system must work 24h / 24h with out hole or not be implement at all.
A) cap flag get 500 renown wait for 180 sec get 500 renown (total 1000). locked 15 min
vs
B) cap flag wait for 180 seconds and receive pulses* of 50 renown every 9s (total 1000), locked 15 min
* 50 feet to defenders but also attackers as long as the attacker healed, got hit or hit someone else during that 9s
EDIT: both methods are affected equally by AAO
EDIT2: Preferably a zerging side also gets reduced renown from reverse AAO
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: T2
wait what's the difference so? I mean i can fell that the pulses would make better the reward for ppl lock in fight that at some point loose the flag. But at the end of that 180 sec they recive always 1k renow.Bozzax wrote: I'm optimist but honestly how can you exploit this?
A) cap flag get 500 renown wait for 180 sec get 500 renown (total 1000). locked 15 min
vs
B) cap flag wait for 180 seconds and receive pulses* of 50 renown every 9s (total 1000), locked 15 min
Indeed if even attackers get renow is just better when you can attack.
Pulses btw would be a good move to counter doulbe or triple tap. So that when you take a flag you nned to wait there and cannot tap multiple flag. I see this system good for this reason atm.
@Ototo about what ficklefetus wrote as i told i think that that system encourage only the zerg, as the main post who is refer is the first telen post where it refer to population problem. But during the thread aza told that would be better a system that actually force ppl to spread over maps instead 1 that force them into 1 zone due to server capacity.
My initial solution was only to fix the population problem when more ppl would move to t3 and then t4, but as for purely make work t2-t3 as stand alone you need to give to the server a system that it can be handle.
Atm server do not have population problem in tiers, even more ppl will join with t2 working.
So it need something that spread ppl.

Re: T2
Yep no big difference but some smaller ones
* No more joining in 23:59 and get 500 renown which discourages lock chasing
* No double taps, as you point out
* Attackers trying to retake are rewarded for all failed attempts (encourages fighting)
* Outnumbered defenders are rewarded for making a last stand instead of running (encourages fighting)
* AAO is used to increase renown for an outnumbered side
* AAO is used to reduce renown thus starving the blob to death
EDIT:
Debolster and T2>T3>T4>Fort>City is an excellent idea for making lower tiers populated. All pairings can be open for cap all the time but only one tier so something like this would be possible
Chaos/emp X-T3-X-X
Elf/Dark T2-X-X-X
Dwarf/Green X-X-X-Fort
* No more joining in 23:59 and get 500 renown which discourages lock chasing
* No double taps, as you point out
* Attackers trying to retake are rewarded for all failed attempts (encourages fighting)
* Outnumbered defenders are rewarded for making a last stand instead of running (encourages fighting)
* AAO is used to increase renown for an outnumbered side
* AAO is used to reduce renown thus starving the blob to death
EDIT:
Debolster and T2>T3>T4>Fort>City is an excellent idea for making lower tiers populated. All pairings can be open for cap all the time but only one tier so something like this would be possible
Chaos/emp X-T3-X-X
Elf/Dark T2-X-X-X
Dwarf/Green X-X-X-Fort
Last edited by Bozzax on Fri Jun 12, 2015 1:29 pm, edited 1 time in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: T2
put this way i really like it ( each tier flag should be change this way it's really a good change)Bozzax wrote: * No more joining in 23:59 and get 500 renown which discourages lock chasing
* No double taps, as you point out
* Attackers trying to retake are rewarded for all failed attempts (encourages fighting)
* Outnumbered defenders are rewarded for making a last stand instead of running (encourages fighting)
* AAO is used to increase renown for an outnumbered side
* AAO is used to reduce renown thus starving the blob to death
-exept the "* AAO is used to reduce renown thus starving the blob to death" (totaly i think it require a different approach)
nah hum i dont like this still prefer my versionEDIT:
Debolster and T2>T3>T4>Fort>City is an excellent idea for making lower tiers populated. All pairings can be open for cap all the time but only one tier so something like this would be possible
Chaos/emp X-T3-X-X
Elf/Dark T2-X-X-X
Dwarf/Green X-X-X-Fort
Last edited by Tesq on Fri Jun 12, 2015 1:40 pm, edited 3 times in total.

Re: T2
Seems fairTesq wrote: nah hum i dont like this still prefere my version
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: T2
I like this. Take out Fort and City of the full thing and we can actually enjoy it a lot. Should be awesome if all players, regarding level, can simply go to the battle zone currently populated.Bozzax wrote: EDIT:
Debolster and T2>T3>T4>Fort>City is an excellent idea for making lower tiers populated. All pairings can be open for cap all the time but only one tier so something like this would be possible
Chaos/emp X-T3-X-X
Elf/Dark T2-X-X-X
Dwarf/Green X-X-X-Fort
I would say: open 1 dwarf t2, 1 elf t3 and 1 empire t4 zone for fight. The rest give no Renown, cause its only a raid and not a battle whats happening there. U can still camp waiting for unlock, but seems most unlikely. Really boring work.
Spoiler:
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Re: T2
I agree with Tesq's comments on the previous page.
In order to lock a zone, attacking realm must hold 4 BOs and the Keep at the same time. This would help split up the zerg and provide small scale skirmishes around the BOs and routes between them.
This way you're better off having several small independent groups working to lock a zone, instead of one big blob in front of the keep.
In theory at least this sounds like good gameplay to me.
In order to lock a zone, attacking realm must hold 4 BOs and the Keep at the same time. This would help split up the zerg and provide small scale skirmishes around the BOs and routes between them.
This way you're better off having several small independent groups working to lock a zone, instead of one big blob in front of the keep.
In theory at least this sounds like good gameplay to me.
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