War lack of endgame.
Posted: Thu Aug 02, 2018 7:37 pm
Or the fact that there is non.
Logging into session of say Counter-Strike, compared to logging into War and going rvr- which one is more fun, gameplay speaking only? As such, what keeps mmos going is the character progression. And here comes the great problem which War always had- what do you do when you are rr100 in full WF, or in RoR rr80 in full conq? Besides reroll?
The problem started with the original AoR vision- keeps which are temporally taken then reset. If your win means nothing in the long run, you don't really have a reason to fight, besides renown tick and a chance for a bag. When AoR was just announced, I remember the resetting keeps mechanic being enough for many pvp players to not want to even try it in first place.
To compare, years ago I been playing Anarchy Online mmo (still alive after all those years, actually). It had a mass rvr mechanic introduced in Notum Wars expansion, with areas where orgs (guilds) could place towers which gave bonuses both org-wide and personal to a placing member. The placement was permanent, until destroyed by a different side (or rarely a different org). As a result, I remember several tower fights which lasted for over a week of nonstop fighting, with 100+ players on each side at each open tower field.
Then AO also had quite a bit of progression at top lvl:
- itemization (much more equipment slots compared to War, and much harder to get BiS items)
- money actually being important compared to specially RoR gold (again, itemization- but this time non-bop rare drops in different forms, compared to RoR where there is really not much reason to farm gold once you have 2 k or so free)
- research personal progression (there relevant part being unlock of mechs, out of War options those can be most closely linked to siege equipment)
- org cities (pve areas claimable by orgs, where members can farm specific form of xp and rare equipment- assuming sufficient time and money investment by the org to enable it)
Quite a bit of those could be actually translated to RoR, for example:
- Towers- some form of rvr objectives permanently claimed by guilds, and offering benefits to, until captured by guild from opposite realm under specific conditions. Possibly- attackable only once city had been captured, to give much greater motivation for keep/city fights.
- Itemization- RoR has a very poor itemization atime, with lots of specs only having choice between 2 BiS items for each slot. As such:
* pvp boe rare drops- items similar to backpacks for example.
* many more sets similar to Rare Fortune one- with specific sets dropping from pvp or pve.
* change to blue/purple items- atime Harbinger armor parts for example are much harder to get than conq- but are useless. Adding tali slots to those will make them valuable, without making them better than set gear (no set bonuses).
- Research- progression form open after rr 80, unlocking advanced siege equipment, instead of personal bonuses.
- Cities- possibly instances claimable by guilds under specific conditions (for example, remake the skaven instances into those).
Implementing those would allow character progression after rr80, without massively overpowering high rr toons comparing to lower ones.
The ultimate goal is to both give players a reason to stick with toons (and ultimately, with RoR), after rr80, and to give more meaning (and motivation) for keep fights.
Logging into session of say Counter-Strike, compared to logging into War and going rvr- which one is more fun, gameplay speaking only? As such, what keeps mmos going is the character progression. And here comes the great problem which War always had- what do you do when you are rr100 in full WF, or in RoR rr80 in full conq? Besides reroll?
The problem started with the original AoR vision- keeps which are temporally taken then reset. If your win means nothing in the long run, you don't really have a reason to fight, besides renown tick and a chance for a bag. When AoR was just announced, I remember the resetting keeps mechanic being enough for many pvp players to not want to even try it in first place.
To compare, years ago I been playing Anarchy Online mmo (still alive after all those years, actually). It had a mass rvr mechanic introduced in Notum Wars expansion, with areas where orgs (guilds) could place towers which gave bonuses both org-wide and personal to a placing member. The placement was permanent, until destroyed by a different side (or rarely a different org). As a result, I remember several tower fights which lasted for over a week of nonstop fighting, with 100+ players on each side at each open tower field.
Then AO also had quite a bit of progression at top lvl:
- itemization (much more equipment slots compared to War, and much harder to get BiS items)
- money actually being important compared to specially RoR gold (again, itemization- but this time non-bop rare drops in different forms, compared to RoR where there is really not much reason to farm gold once you have 2 k or so free)
- research personal progression (there relevant part being unlock of mechs, out of War options those can be most closely linked to siege equipment)
- org cities (pve areas claimable by orgs, where members can farm specific form of xp and rare equipment- assuming sufficient time and money investment by the org to enable it)
Quite a bit of those could be actually translated to RoR, for example:
- Towers- some form of rvr objectives permanently claimed by guilds, and offering benefits to, until captured by guild from opposite realm under specific conditions. Possibly- attackable only once city had been captured, to give much greater motivation for keep/city fights.
- Itemization- RoR has a very poor itemization atime, with lots of specs only having choice between 2 BiS items for each slot. As such:
* pvp boe rare drops- items similar to backpacks for example.
* many more sets similar to Rare Fortune one- with specific sets dropping from pvp or pve.
* change to blue/purple items- atime Harbinger armor parts for example are much harder to get than conq- but are useless. Adding tali slots to those will make them valuable, without making them better than set gear (no set bonuses).
- Research- progression form open after rr 80, unlocking advanced siege equipment, instead of personal bonuses.
- Cities- possibly instances claimable by guilds under specific conditions (for example, remake the skaven instances into those).
Implementing those would allow character progression after rr80, without massively overpowering high rr toons comparing to lower ones.
The ultimate goal is to both give players a reason to stick with toons (and ultimately, with RoR), after rr80, and to give more meaning (and motivation) for keep fights.