Recent Topics

Ads

A small overview of rvr and scenario system

Share your ideas and feedback to help improve the game.
Forum rules
Before posting in this forum, please read the Terms of Use.

This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.

To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
ursvamp
Posts: 29

A small overview of rvr and scenario system

Post#1 » Mon Jul 11, 2016 3:13 pm

disclaimer: I know that the server goes through difficulties and before thinking of fun is necessary to think about making the game work.
then it is an alpha, it may be too early to think about it, but here I leave some ideas in the air.
_________
You guys think winning 500-0 is play? I wonder, is not a tremendous waste of time having no challenge during a match? the game has no chance of being minimally competitive in these days.

and this is not only in Scenario but RvR too, I say that I think a tremendous silly to waste time in a game that does not provide a minimum for that all have fun, if you're not among the half-dozen premades, you are just cattle to slaughterhouse.

There should be encouragement on the part of developers.
it is possible to make an Official stream in twitch with 6x6 championships and rvr events.

I leave here said I do not hate premades and do not want them to lose their strength;
I want to create more challenges so that they can grow and can show potential for real, against more challenging situations.
- And this not include play 6x6 man full geared against a pug warband wanting to level up or with a goal of trying to win something in rvr that is the only goal.
The pvp in the game seems secondary, when people simply lose stand afk, and waiting easy fights. the goal is just to farm. -

Then I propose that the game must be functional for all types of goals that players like to do as:
.Scenario
  solo / duo or more.
  or 6x6 RANKED mades
.RvR
  Public warband
  Guild warband

Scenarios:
I defend that the queue system should have a priority minimum for certain roles, not a straight-laced system 2 tanks 2 healers and 2 dps's. but 1 tank and 1 healer at least, to avoid oddities you fall in a game with 6 dead dps's lowbies aganist premades.
(you will lose anyway. yes. but at least it is possible to try. I like lasting fights, even a defeat, it excites me to play. and it is rare you see a game in which the players are there really fighting and not stompin.)

I think a rather strong system, but I believe there is no merit in playing premade against public groups, so if a premade plays against pubG he should earn for example 4 medals. and pubs x pubs 5 medals.

But if he plays against another premade, they will have a much greater challenge and merit in a victory. they should earn more medals as 7/8. (Put the a fair number for you)
it made more people try to play their groups to grab more medals then be indirectly making people organize.

RvR:
In RvR the slots in warband should be defined by the leader. so that only the chosen role may come to complete according to the need, I believe that this is possible to generate more people interested in help for a minimally organized environment. it is possible to see the real need and thus becoming really important you login with the necessary class.
in the current system if you enter a totally disorganized group to me it is the same thing as heal npc's ready to be killed.

so leader choose to pt1 and pt2 enter 2 tank 2 healers 2 dps's.
if it does not find more players to the correct role in pt3/4, he could free to anyone who wanted to number as well as the guilds do, the only difference that there would be done with pubWb too.

________
I do not know how are the game codes and game engine is. so if its impossible make these changes, I apologize.

You can tell me that all this can be done manually in the current game. yes you can, but what I'm getting at is that
encouraging minimally all to organize, it is possible that the game is more fun and less people think to enter just to farm.
fun fighting, good fights make the game more agreeable to play.


thanks for the job, stay strong bros.

Ads
User avatar
peterthepan3
Posts: 6509

Re: A small overview of rvr and scenario system

Post#2 » Mon Jul 11, 2016 3:29 pm

Your suggestions are good, but unfortunately majority of people on this server would not want some of them to see the light of day. A 6v6 ranking system would be epic as hell, but won't be something the devs will endorse (I believe) as it would be resources dedicated into a niche platform that only 10% of the population - tops - participate in.
Image

User avatar
Zealote
Posts: 456

Re: A small overview of rvr and scenario system

Post#3 » Mon Jul 11, 2016 5:58 pm

There was an balancing system ages ago iirc but I assume there was some issue with it. The lack of one does make the whole premade vs pug thing even worse though; just yesterday Porn Factory was rolling over pugs over and over with 5/6 players, while order was getting, e.g., 1 Grace WP vs 3 heal DoKs, 2 dps AMs that refused to heal at all (slightly harder to solve that one), 1 2h tank.

As you say, even with a balanced comp you're more often gonna lose than not, but at least it might be a more interesting fight (people, me included, just kept going afk after wiping; two did right at the start in one of them as soon as they saw the dessie names).

I think your idea about varying rewards -including higher rewards when it's pre vs pre- is an interesting one. One possible problem is sth Jaycub mentioned elsewhere: more competitive groups will still just roll over people who party up more casually with friends etc. Anything that encourages group vs group and discourages pugstomping is worth thinking about and trying though imo.
Aetir

User avatar
Osred
Posts: 412

Re: A small overview of rvr and scenario system

Post#4 » Mon Jul 11, 2016 6:04 pm

Vast majority of destro groups have premades or an abundance of healers. I've yet to see any premade presence from Order despite all these so called 'pvp' guilds in the forums. A seperate queue for premades nd solo queue would be welcome at least till Order get their **** together.
Osri - 40/79 - Runepriest
Osarion 40/82 - Swordmaster
Osgrim 40/74 - Ironbreaker

User avatar
peterthepan3
Posts: 6509

Re: A small overview of rvr and scenario system

Post#5 » Mon Jul 11, 2016 6:05 pm

I reckon that a ladder/ranking system would actually encourage premades to ditch the pugstomping. A common misconception is that premades deliberately go out of their way to pug stomp, but when there is literally 0 competition on the other side (due to lack of incentives, and the fact that pugstomping is boring) you can't help but pugstomp if you want to progress.

Even something as small as statues for top groups or a little tab on the site showing most victorious teams (something I had intended to do on my website but have yet to resurrect....pending on interest here I may revive the project) would help both pugs and groups the same. interesting. naturally i don't think it would happen (which is reasonable) until the game is in a state of 'official' release, i.e. not beta/alpha and actually 'ready for sale' so to speak, where resources can be perhaps used - should the team deem it fit/enough interest arise.
Image

zazie
Posts: 52

Re: A small overview of rvr and scenario system

Post#6 » Mon Jul 11, 2016 6:08 pm

premade que = Caledor Woods.

I like the idea of Caledor Woods being a higher drop rate for medallions, but at the same time, it could lead more premades to have MUCH higher gear than pugs and in turn will make oRvR more unmanageable balance wise with premades running around with max meta gear on top of their meta build they run and stomp over pug warbands that aren't balanced and in turn crush the confidence of the population.

We must remember not everyone can play all day every day or even very much at all, this being a Private server the balance must be kept in Order (no pun intended)
Formerly Delita Hyral, Zalmo Resnada, Zazie TheBeast, and Ninesevensix Evil of Badlands/Iron Rock/Gorfang/Red Eye Mountain.

Before you discuss balance with me, know I have more banned renown than you have renown period.

zazie
Posts: 52

Re: A small overview of rvr and scenario system

Post#7 » Mon Jul 11, 2016 6:11 pm

And honestly if you all want to 6v6, just /s and call out the other realm. For god sakes even DAoC has organized fight night and they have like 12+ guilds 8v8ing at any one time.

Hell us in Exo had our first 6man together since the Live servers died and we called out Simtex, Crystalyst, hell anyone who would want to 6v6 just so we could have a LEGIT fight.
Formerly Delita Hyral, Zalmo Resnada, Zazie TheBeast, and Ninesevensix Evil of Badlands/Iron Rock/Gorfang/Red Eye Mountain.

Before you discuss balance with me, know I have more banned renown than you have renown period.

User avatar
Zealote
Posts: 456

Re: A small overview of rvr and scenario system

Post#8 » Mon Jul 11, 2016 6:14 pm

zazie wrote:I like the idea of Caledor Woods being a higher drop rate for medallions, but at the same time, it could lead more premades to have MUCH higher gear than pugs and in turn will make oRvR more unmanageable balance wise with premades running around with max meta gear on top of their meta build they run and stomp over pug warbands that aren't balanced and in turn crush the confidence of the population.
I get your point, but with the current system any 6-man queuing is basically guaranteed a win anyway, unless/until they run into another premade. As long as the rewards weren't drastically higher for grp vs grp SCs, I doubt it'd make much difference, and may even slightly reduce the rate they obtained emblems.
Aetir

Ads
User avatar
peterthepan3
Posts: 6509

Re: A small overview of rvr and scenario system

Post#9 » Mon Jul 11, 2016 6:18 pm

That isn't the issue here. We have had a lot of 6v6s in the open and in CW against Cryst's group/Bretin/CCM etc. The issue is encouraging people to stop pugstomping, to get people motivated to fight back in rvr and scenarios, and to aleviate the concerns and struggles experienced by many casual players who - as you say - can't play that often, so that they too can have the fun they deserve. We are a community, and all should feel welcome.

Rewards shouldn't be much higher, of course, and I am the last person that wants to see glaring power gaps because of gear.

Naturally, as you said, balance should be kept in order to the extent that everyone can have fun - provided they at least put in minimal effort. Hence why I mentioned having a ladder system may be a good thing for all: premades will want the sweet shiny ego satisfaction of seeing their names plastered somewhere, will deliberately go out of their way to organise more fights with other premades (as you said, you can organise this already but it happens very rarely at the moment and people are not really bothered due to a lack of competition), and casual/pug players won't be constantly subjected to imbalanced scenarios against said premades because 9 out of 10 of them (i.e. those that want competitive play and don't want to pugstomp) will be focused on fighting one another for the fame. As vain and shallow as it sounds, that is how human beings function =P
Last edited by peterthepan3 on Mon Jul 11, 2016 6:22 pm, edited 1 time in total.
Image

zazie
Posts: 52

Re: A small overview of rvr and scenario system

Post#10 » Mon Jul 11, 2016 6:18 pm

Zealote wrote:
zazie wrote:I like the idea of Caledor Woods being a higher drop rate for medallions, but at the same time, it could lead more premades to have MUCH higher gear than pugs and in turn will make oRvR more unmanageable balance wise with premades running around with max meta gear on top of their meta build they run and stomp over pug warbands that aren't balanced and in turn crush the confidence of the population.
I get your point, but with the current system any 6-man queuing is basically guaranteed a win anyway, unless/until they run into another premade. As long as the rewards weren't drastically higher for grp vs grp SCs, I doubt it'd make much difference, and may even slightly reduce the rate they obtained emblems.
To be honest, most 6mans are 40+ and queing gets them nowhere. They literally do it for the medallions/emblems. Theyre racking in maybe 1k renown for 40+ kills which is sad because on live that would earn you like 5-7k renown.

I think the best thing to do, would be for the Devs to hold a 6v6 fight night (day, do both EU/RUS and NA) in a particular zone, both groups leave WC and find each other. Winner of the tourney gets X # of Emblems Medallions, losers get nothing. Something to keep the premades away from oRvR and let the rest of the server play.
Formerly Delita Hyral, Zalmo Resnada, Zazie TheBeast, and Ninesevensix Evil of Badlands/Iron Rock/Gorfang/Red Eye Mountain.

Before you discuss balance with me, know I have more banned renown than you have renown period.

Who is online

Users browsing this forum: No registered users and 6 guests