Hey guys,
I have a question about "Reward Ticks". I was recently part of a long grueling campaign to keep Passwatch Keep in T3. I was informed that whomever won the region would get the best rewards and experience gain. Wouldn't it be better to just let everyone gain a whole boat load of experience/reward depending on their individual contributions to the combat and carnage? I'm all for rewarding the victors, but maybe we should focus on rewarding the people who are actively committing time and effort towards generating "action"? Which may include throwing waves and waves of bodies at one another, but keep sieges are so fun!
Also, we repelled Order like 5 times during our fights at Passwatch keep, why is it so difficult to get our rewards for every time we rebuff an effort? Even though there's a quiet period for 10+ minutes before another effort.
Also, we tried to repair the door with supplies, but apparently the yellow supply bar kept dwindling so we could never get it past threshold. Should it just instead be a set number of supply runs for the doors to repair? (or is it this way already and we never reached that number?)
Finally, I just came up with idea that maybe we can include a BO (that's near the keep) or make a BO that is a poorly defendable region that needs to be taken before an invading force can finally reach the keep? It would force everyone to fight for every inch towards the final goal. Which is what we want right? Constant combat/conflict. It's sort of like that with the outer keep walls, but I was thinking of an outer settlement.
Keep and Region Lock Rewards
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.
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.
Ads
Re: Keep and Region Lock Rewards
You already get a proportional reward from your contribution but only for the winner side, why should defenders be rewarded if they fail?
Keep resources are spent for a multitude of things and will dwindle and not reach the next level if you use it for other means as well, other means include siege weps, and repairing door.
And currently we cant create or move the BOs.
Keep resources are spent for a multitude of things and will dwindle and not reach the next level if you use it for other means as well, other means include siege weps, and repairing door.
And currently we cant create or move the BOs.
Re: Keep and Region Lock Rewards
Oh, I didn't know that was how keep resources were being used. Apparently it only takes one person to use it all up and stop a door repair! Thanks for informing me of this!
"You already get a proportional reward from your contribution but only for the winner side, why should defenders be rewarded if they fail?"
Well, that's sort of the thing that I'm trying to poke at. I'm talking about not looking at this from a win/lose, success/faill perspective. We have a small population in this private server with everyone playing because they love this game and they enjoy the crazy PvP mechanics here. I'm suggesting that we look past the win/lose perspective and reward people for playing the game. This entire game mechanic is pitting Order against Destro, when we're all just trying to enjoy this game. I think this is just a really toxic environment, because I see a lot of players here jsut blaming everyone and just be downright unpleasant.
We should still reward the attackers for succeeding, but we should also give something to the defenders that always show up and give them hell.
I've been reading up on the other threads, and I came up with another idea. Could it be possible for attacking forces to take the "Siege" hardpoints? I mean, placing turrets on the outer walls and pointing them inwards? They're outer walls, losing them for the defenders is supposed to be a major loss, and allowing attackers to place turrets, forces the defenders to push out and break them or the turrets will shut down the "Oil" and anyone that pokes their head out. I'm just brainstorming here.
"You already get a proportional reward from your contribution but only for the winner side, why should defenders be rewarded if they fail?"
Well, that's sort of the thing that I'm trying to poke at. I'm talking about not looking at this from a win/lose, success/faill perspective. We have a small population in this private server with everyone playing because they love this game and they enjoy the crazy PvP mechanics here. I'm suggesting that we look past the win/lose perspective and reward people for playing the game. This entire game mechanic is pitting Order against Destro, when we're all just trying to enjoy this game. I think this is just a really toxic environment, because I see a lot of players here jsut blaming everyone and just be downright unpleasant.
We should still reward the attackers for succeeding, but we should also give something to the defenders that always show up and give them hell.
I've been reading up on the other threads, and I came up with another idea. Could it be possible for attacking forces to take the "Siege" hardpoints? I mean, placing turrets on the outer walls and pointing them inwards? They're outer walls, losing them for the defenders is supposed to be a major loss, and allowing attackers to place turrets, forces the defenders to push out and break them or the turrets will shut down the "Oil" and anyone that pokes their head out. I'm just brainstorming here.
Re: Keep and Region Lock Rewards
Well defenders get a defense tick if they manage to push the invaders out, that should be enough tbh. I myself and some of the devs dont really agree that you have to give something for free to people, it means less then.
Also when you come up to t4 you will see that currently on primetime its hard to taker keeps because sadly order seems to sit in the keep just waiting and then unless destro has superior numbers or luck in a order crash then the keep take will be hard.
Also when you come up to t4 you will see that currently on primetime its hard to taker keeps because sadly order seems to sit in the keep just waiting and then unless destro has superior numbers or luck in a order crash then the keep take will be hard.
Re: Keep and Region Lock Rewards
If the goal is to get people out in the RVR lakes and not zerg up in a keep defense waiting for some rewards to pop up for free, you cannot make defense too rewarding. We already see a heavy trend towards defensive play currently, and it's killing RVR. Having to attack a keep to progress out of a stalemate because the other realm would much rather defend, despite having superior numbers, is incredibly frustrating.
Thayli - SH
Thlayli - SQ
[Phalanx]
Thlayli - SQ
[Phalanx]
Re: Keep and Region Lock Rewards
Hey guys,
I just want to say thanks for responding to my comments. I know I'm a bit misinformed and oblivious to the T4 state of things, so thanks again for the patience!
Back to the drawing board!
I just want to say thanks for responding to my comments. I know I'm a bit misinformed and oblivious to the T4 state of things, so thanks again for the patience!
Back to the drawing board!
Re: Keep and Region Lock Rewards
Funny you mention this. I'm not sure what you consider "prime time" but when my guild is raiding, every night destro sits in their keep and refuses to come out and fight. Just last night we had only 1 warband and just went around taking BO's because destro sat in their keep. Kadrin Valley is the worst since destro warcamp is practically on top of their keep. Wish there was something that could be done....on both sides to limit this play style, it really takes away from the game.Natherul wrote:
Also when you come up to t4 you will see that currently on primetime its hard to taker keeps because sadly order seems to sit in the keep just waiting and then unless destro has superior numbers or luck in a order crash then the keep take will be hard.
Who is online
Users browsing this forum: Bing [Bot] and 10 guests