The RvR thread
Posted: Fri Mar 11, 2016 5:24 am
Suggestions are not to include features the game intends to implement at later dates MOST LIKELY. I.e. Fixing posterns, oil, rams, relics etc. They must also be reasonably possible, so no 3rd faction suggestions etc.
Idea #1 3rd faction. Not a 3rd army, but make skaven available if enough players are in RvR. In live skaven were not independently paired. I suggest the ability to spawn as a skaven soldier by ANY REALM member if the RvR lake contains more than 40 players. The population cap to be maxxed at 1/3 of total population in the RvR lake. In theory this will draw players away from the bigger realm and make RvRvR possible which is a balance solution in some cases. Skaven troops always have a standard 400 AAO buff.
#2 Add terrain items that block the 2nd ramp. The old keeps may not be available to the developers, but walls and other junk are. I.e. The new mazes. If possible, at least give it a try.
#3 Add AAO for BO caps. I think currently it's only for PvP kills. It should work for ninja taking BO's as well.
#4 Add passive run defensive tick. I never liked that you had to wait around for a door to repair to receive a reward for defending. The old passive defense ticks were great and gave added incentive for fight.
#5 Add zeppelin crates to the lakes. The live event leading up to the land of the dead release put crates in the middle of all the lakes which players had to loot for parts. There was also rewards inside. I would reward things like soldier medallions, potions and rare chances at epic gear (i.e. a nice tallsman) I found lots of PvP creation in the lakes with things like this, as there are no crafting mats or gathering nodes to fight over.
#6 Add gathering nodes in RvR. Don't be fancy about. Make it as simple as a chest if you want. But include nice crafting materials. Scatter them along the outskirts and inside the lakes. Make them random spawn points.
#7 Spawn world bosses in the lakes both realms can attack. The big demon in chaos wastes was a great live event that caused many meaningful PvP memories. RoR did this in Tier 1 with the Unicorn bosses. It's time to bring this stuff back. This suggestion may be broken down as simple as hire a community director with the power to implement things like this. The game needs it.
#8 White Stag. Chasing this stupid mob all over dragonwake was a lot of fun, and increased PvP.
#9 Sappers. Once a keep outer gate is down, a sapper will run a course to the enemy keep and drop a bomb on the inner gate, increasing rewards by 20% each time, but also doing 10% damage to the gate. This could possibly slow down a doorhammer fight for the hope for upgraded and increased rewards. But it will have to be protected and escorted. If the zerg splits up, either side may be vulnerable.
#10 Drake defense. If a realm farms too many keeps in a row too fast, a massive golden wrymlings or drakes spawn in a keep (enemy players spawn as the drakes and control them.) And will protect the keep with a 30 minute buff. If a drake is killed, or is in-active, another enemy player spawns as a drake. There will be 3 drakes in total. They drop no gear, player picked at random from RvR. The drake defense is timed to reward zerging side to try and escort sappers and take the longer wait on keep takes.
Okay maybe I broke my own rules with #10. But I think I think unique mechanics of controling mobs should somehow assist in the mechanics in RvR. There's a lot of things to be done that is something people have never seen before and would be memorable.
There are a lot of other smaller ideas. I think the goal should be to get the pairing timer locks removed from RvR and begin adding other incentives and ideas to RvR that don't include ideas such as penalties, buffs, or rewards that don't work. The active RvR player is an inspired one.
Idea #1 3rd faction. Not a 3rd army, but make skaven available if enough players are in RvR. In live skaven were not independently paired. I suggest the ability to spawn as a skaven soldier by ANY REALM member if the RvR lake contains more than 40 players. The population cap to be maxxed at 1/3 of total population in the RvR lake. In theory this will draw players away from the bigger realm and make RvRvR possible which is a balance solution in some cases. Skaven troops always have a standard 400 AAO buff.
#2 Add terrain items that block the 2nd ramp. The old keeps may not be available to the developers, but walls and other junk are. I.e. The new mazes. If possible, at least give it a try.
#3 Add AAO for BO caps. I think currently it's only for PvP kills. It should work for ninja taking BO's as well.
#4 Add passive run defensive tick. I never liked that you had to wait around for a door to repair to receive a reward for defending. The old passive defense ticks were great and gave added incentive for fight.
#5 Add zeppelin crates to the lakes. The live event leading up to the land of the dead release put crates in the middle of all the lakes which players had to loot for parts. There was also rewards inside. I would reward things like soldier medallions, potions and rare chances at epic gear (i.e. a nice tallsman) I found lots of PvP creation in the lakes with things like this, as there are no crafting mats or gathering nodes to fight over.
#6 Add gathering nodes in RvR. Don't be fancy about. Make it as simple as a chest if you want. But include nice crafting materials. Scatter them along the outskirts and inside the lakes. Make them random spawn points.
#7 Spawn world bosses in the lakes both realms can attack. The big demon in chaos wastes was a great live event that caused many meaningful PvP memories. RoR did this in Tier 1 with the Unicorn bosses. It's time to bring this stuff back. This suggestion may be broken down as simple as hire a community director with the power to implement things like this. The game needs it.
#8 White Stag. Chasing this stupid mob all over dragonwake was a lot of fun, and increased PvP.
#9 Sappers. Once a keep outer gate is down, a sapper will run a course to the enemy keep and drop a bomb on the inner gate, increasing rewards by 20% each time, but also doing 10% damage to the gate. This could possibly slow down a doorhammer fight for the hope for upgraded and increased rewards. But it will have to be protected and escorted. If the zerg splits up, either side may be vulnerable.
#10 Drake defense. If a realm farms too many keeps in a row too fast, a massive golden wrymlings or drakes spawn in a keep (enemy players spawn as the drakes and control them.) And will protect the keep with a 30 minute buff. If a drake is killed, or is in-active, another enemy player spawns as a drake. There will be 3 drakes in total. They drop no gear, player picked at random from RvR. The drake defense is timed to reward zerging side to try and escort sappers and take the longer wait on keep takes.
Okay maybe I broke my own rules with #10. But I think I think unique mechanics of controling mobs should somehow assist in the mechanics in RvR. There's a lot of things to be done that is something people have never seen before and would be memorable.
There are a lot of other smaller ideas. I think the goal should be to get the pairing timer locks removed from RvR and begin adding other incentives and ideas to RvR that don't include ideas such as penalties, buffs, or rewards that don't work. The active RvR player is an inspired one.