Removing Bottlenecks - a constructive suggestion for improving RvR and forts
Posted: Fri Apr 17, 2020 10:45 am
Removing Bottlenecks - a constructive suggestion for improving RvR and forts
Currently two major bottlenecks exist in RoR. These bottlenecks were probably less of an issue in the past, but with the increase in server population and the introduction of cities, the bottlenecks have become much more apparent.
TL:DR; Widen doors in forts. Reopen t4 zones after every fort battle even on wins. 3 fort locks = City.
The Fort Defense Bottleneck
The fort battle was designed with a certain number of people in mind. Regardless of whether you like the system or not, forts worked fine with less population. Morale pushes were possible with a bit of coordination and the use of skaven bombs. As more people joined the server it became increasingly difficult to get into forts which everyone needs if they want to progress with rvr gear. Thus the population cap for forts was raised. But now that the population cap has increased body collision becomes a real problem. The main entrance and postern were not designed for that, giving the defenders an unreasonable advantage with higher body counts.
Basically, it's a bottleneck.
Suggestion: If designers want to keep forts as is they should widen the doors (especially postern) or create another way of getting inside - either a third entrance or a secret tunnel or teleport to the roof. That would be a relatively easy fix.
The Zone-Lock Bottleneck
One of the fundamental designs of RoR is the three-zone-split of t4 into forts. The three-zone-split is basically good game design. By splitting the war into three zones the side with the smaller population can push several zones to get a population advantage in at least one zone.
That system works really well as long as the three zones stay open. Even with one zone locked it works to split the war. But if both sides get a fort lock there is only one zone left and the winner will most likely be the faction who have the most people stay online when the majority of the server population logs off. The war is won by attrition (player fatigue) rather than strategy. Even organized warbands can make little difference in this war.
Basically it's a bottleneck.
Suggestion: Whenever a fort battle has finished immediately open up the racial pairing again. If you win a fort you get a star. First to three fort stars (=fort locks) win. The war remains split between three zones. There is still incentive to defend. Strategic coordination between guilds and pug warbands will be more important. You can even lower the population cap for forts back down to what was intended since forts will happen more often.
BONUS SUGGESTIONS:
o Whenever a faction pushes all the way to City, immediately open t2 again. That way people who are not 40/40 will have something to do and get a reprieve from all the sov-geared people who usually own them in the rvr lakes.
o Gain a keep star every time you siege down a keep. Lose one if the other side succeeds in a siege. First to three or five keep stars unlock a fort. Forts are unlocked in turn order (elf/dwarf/empire) and only 40/40+ can go.
Currently two major bottlenecks exist in RoR. These bottlenecks were probably less of an issue in the past, but with the increase in server population and the introduction of cities, the bottlenecks have become much more apparent.
TL:DR; Widen doors in forts. Reopen t4 zones after every fort battle even on wins. 3 fort locks = City.
The Fort Defense Bottleneck
The fort battle was designed with a certain number of people in mind. Regardless of whether you like the system or not, forts worked fine with less population. Morale pushes were possible with a bit of coordination and the use of skaven bombs. As more people joined the server it became increasingly difficult to get into forts which everyone needs if they want to progress with rvr gear. Thus the population cap for forts was raised. But now that the population cap has increased body collision becomes a real problem. The main entrance and postern were not designed for that, giving the defenders an unreasonable advantage with higher body counts.
Basically, it's a bottleneck.
Suggestion: If designers want to keep forts as is they should widen the doors (especially postern) or create another way of getting inside - either a third entrance or a secret tunnel or teleport to the roof. That would be a relatively easy fix.
The Zone-Lock Bottleneck
One of the fundamental designs of RoR is the three-zone-split of t4 into forts. The three-zone-split is basically good game design. By splitting the war into three zones the side with the smaller population can push several zones to get a population advantage in at least one zone.
That system works really well as long as the three zones stay open. Even with one zone locked it works to split the war. But if both sides get a fort lock there is only one zone left and the winner will most likely be the faction who have the most people stay online when the majority of the server population logs off. The war is won by attrition (player fatigue) rather than strategy. Even organized warbands can make little difference in this war.
Basically it's a bottleneck.
Suggestion: Whenever a fort battle has finished immediately open up the racial pairing again. If you win a fort you get a star. First to three fort stars (=fort locks) win. The war remains split between three zones. There is still incentive to defend. Strategic coordination between guilds and pug warbands will be more important. You can even lower the population cap for forts back down to what was intended since forts will happen more often.
BONUS SUGGESTIONS:
o Whenever a faction pushes all the way to City, immediately open t2 again. That way people who are not 40/40 will have something to do and get a reprieve from all the sov-geared people who usually own them in the rvr lakes.
o Gain a keep star every time you siege down a keep. Lose one if the other side succeeds in a siege. First to three or five keep stars unlock a fort. Forts are unlocked in turn order (elf/dwarf/empire) and only 40/40+ can go.