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Renown-obtain rates in oRvR

Posted: Sat Aug 07, 2021 2:43 am
by wonshot
Hello,

After the patch a couple of weeks ago this change was implimented:
- The renown gain from various objectives in RvR has been decreased a bit. The value from kills at these objectives was increased when the Field of Glory buff was implemented a while back, which covers the same thing.
While I guess the intention is to shift more renown over from objective-play, into pvp-killing in oRvR. I think several of us members in the community have noticed that objective renown ticks are closer to a 3rd of what they used to be from keeplord & zonelock ticks. Box turn-ins are on the edge of not being "worth it" and in return the killing RP gain doesnt make up for the changes for it to even out, if you play as you used to do with killing players throughout the zone and participate in locking a zone by captureing the enemy keep. You overall gain less, for doing the same.

Objective RP gain was arguebly too high before, but if the intention was to shift more focus over on players forming killing groups over box-running groups for easy rp, then I think the values need to be slightly adjusted further.
Increasing the objective rp ever so slightly again to allow fresh none fighting ready toons to have a method of progression if they find themselves weak, maybe scaling with how much rp you get at rr 40, rr 50, rr 60, rr 70 rr 80 etc. so you get less, the stronger you should be at higher ranks.
But also increase the killing RP to really put appeal behind promoting pvp and killing in orvr. The bonus for holding BOs and getting kills near the flags, is just not incentive nor reward enough atm. And while too fast RP gains for sure might be dangerous for the replayability, and too fast progression(!) I do believe that we are seeing too low RP rates in orvr atm, compared to Ranked wins, warfron scenarios etc. Especially for orvr kills outside of Battleobjecive ranges, and even on BOs. Its simply a nonefactor for most players atm.

Re: Renown-obtain rates in oRvR

Posted: Mon Aug 09, 2021 11:09 am
by Rubius
Agree with much of this, and also think the idea of scaling Renown from boxes down the higher your level is would be nice. (If possible.)

The reduction to both boxes and the overall amount for locking a zone feels pretty harsh lately. It may just be the whiplash of getting used to the new numbers, but doing full sieges and getting renown in the low thousands (or less) feels a little disappointing. I love playing SnB tanks, but it definitely feels like the Renown pressure is to move towards playing DPS these days to get / contribute much more to offensive kills instead of keeping teammates alive.

Re: Renown-obtain rates in oRvR

Posted: Mon Aug 09, 2021 11:18 am
by Acidic
I think the current change gives zerging the reward it deserves, very little.
I would even remove items from all bags and up reward more for killing. PVE door should give PVE reward and not rr

Re: Renown-obtain rates in oRvR

Posted: Mon Aug 09, 2021 11:38 am
by Justina
It's kind of strange that when you are the underdog with AAO you are getting huge amounts for solo kills (like 3000) but when you are in a wb defending a keep and contributing to kills then the amount of renown is so ridiculous low (like 70).

Other games like DAoC had group bonuses for a reason. When you are in a group or wb and the renown is split then you should get a group bonus on top of that.

wb and group play is just not worth it in regards of renown gain.

The game favors zerging too much. As underdog it is soo much harder to get kills but you are not getting rewarded for it. Same with forts. You are the underdog and outnumbered 2:1 but you are getting **** for it. 1 Medallion in the end for getting stomped and losing.

I know there are players that don't want to give the losing side anything but it's the reason people xrealm and join the winning team because they are getting more bags, more Medallions and easy renown since the underdog isn't killing much or anything.

Re: Renown-obtain rates in oRvR

Posted: Mon Aug 09, 2021 11:54 am
by Brakh
Example scenario:
Fortress, have been in a warband, entered with 1k renown above 71.
Image

Decent fights, lots of kills but the outcome was pathetic. I can get more for two solo kills in oRVR. Please review this issue.

Re: Renown-obtain rates in oRvR

Posted: Mon Aug 09, 2021 12:09 pm
by Rubius
Acidic wrote: Mon Aug 09, 2021 11:18 am I think the current change gives zerging the reward it deserves, very little.
I would even remove items from all bags and up reward more for killing. PVE door should give PVE reward and not rr
I've done fights where we pushed through an enemy realm's bottom floor defense, wiping almost even numbers, then took the zone and still only got small amounts of renown for the keep lord kill / zone lock. (Low thousands) They definitely weren't PvDoor experiences, but you could almost hear this collective groan in the warband when everyone saw the renown lock numbers after the fight.

Might just be whiplash from knowing what it used to give, but definitely feels like the pendulum could swing a little further back for cases where we are having good fights.
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Justina wrote: Mon Aug 09, 2021 11:38 am It's kind of strange that when you are the underdog with AAO you are getting huge amounts for solo kills (like 3000) but when you are in a wb defending a keep and contributing to kills then the amount of renown is so ridiculous low.
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This is really accurate. A 1-2 person gank group will likely earn significantly more amounts of renown for killing a few people on their way to the keep than players who join a warband and actually defend the keep against a siege.

I do like what you mentioned about a "group bonus" for warbands. Might be something fun there to encourage people / motivate warband play if it was implemented well.

Re: Renown-obtain rates in oRvR

Posted: Mon Aug 09, 2021 12:17 pm
by Acidic
Rubius wrote: Mon Aug 09, 2021 12:09 pm
Acidic wrote: Mon Aug 09, 2021 11:18 am I think the current change gives zerging the reward it deserves, very little.
I would even remove items from all bags and up reward more for killing. PVE door should give PVE reward and not rr
I've done fights where we pushed through an enemy realm's bottom floor defense, wiping almost even numbers, then took the zone and still only got small amounts of renown for the keep lord kill / zone lock. (Low thousands) They definitely weren't PvDoor experiences, but you could almost hear this collective groan in the warband when everyone saw the renown lock numbers after the fight.

Might just be whiplash from knowing what it used to give, but definitely feels like the pendulum could swing a little further back for cases where we are having good fights.
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Justina wrote: Mon Aug 09, 2021 11:38 am It's kind of strange that when you are the underdog with AAO you are getting huge amounts for solo kills (like 3000) but when you are in a wb defending a keep and contributing to kills then the amount of renown is so ridiculous low.
---
This is really accurate. A 1-2 person gank group will likely earn significantly more amounts of renown for killing a few people on their way to the keep than players who join a warband and actually defend the keep against a siege.

I do like what you mentioned about a "group bonus" for warbands. Might be something fun there to encourage people / motivate warband play if it was implemented well.
If you killed a lot in the keep you got your reward for the player kills, why give more. Don’t see the point of double dipping and reward killing and keep.

This effectively makes killing with a zerg fruitless as the rr is spread over a zerg. While fighting even numbers there is decent reward.
For me locking a zone as such is for a bag and the tokens in it.

Re: Renown-obtain rates in oRvR

Posted: Mon Aug 09, 2021 12:58 pm
by wonshot
As I said in my initial post, if the goal is to promote killing and shift some(not over doing it)
of the progression rewards away from the objectives and over to promoting killing. On both sides, if the killing rp is good. Then AAO is naturally more appealing. But if the killing rp is still good, while your realm has dominance in a zone, you still want to pvp and not just snack the zonelock.

A ranked scenario giving 5-10times more than a zonlock is just wrong, on the other end of the spectrum.

Simply reducing all objective gains in oRvR and hoping that the current system with kills in range of a Battleobjective is going to make up for the nerf, is not cutting it. As we see on the feedback.
You want to promote pvping, fine! then incentivice rp from pvp kills. When I collected the feedback about guilds and warband builders missing the feeling of importance for battleobjectives, then was not what was in mind :D. Dont just slap the same system into oRvR as we JUST had weeks of complaints about, in T1 and Nordenwatch, that it feels unatural to lure players in range of a BO only to kill them then for more spoils.

Throwing raw numbers out here,but if you reduced the objective rp by what feels like 50% in that patch. And then assume the fix to Field of Glory or whatever that BO control buff is called, that is just not gonna cut it.

The natural slider for rp from kills probably need to be adjusted to match this nerf, and also theres my previous suggestion about box turn-in rp scale with your RR bracket 40,50,60,70.

Re: Renown-obtain rates in oRvR

Posted: Mon Aug 09, 2021 6:14 pm
by Akalukz
Seems as if ORvR continues to be the stepchild of the devs. I feel we have taken 1 step forward, but then 2-3 back. The PVD in RVR is killing all desire to play the game. Figure out a way to incentivize people to RvR. This game is based upon it. Scenarios gated gear and population-splitting events are not helping a small player base.

EDIT: Many Dev's claims this is a group game, yet there are many instances where grouping is actually counterproductive to your character progression.

Re: Renown-obtain rates in oRvR

Posted: Tue Aug 10, 2021 9:38 am
by Bloodmasked
They should delete boxes entirely.