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Scenario Rewards

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Jaycub
Posts: 3130

Scenario Rewards

Post#1 » Tue Jul 21, 2015 7:39 pm

Had the privilege to witness some pretty awesome nerd rage in destro advice today. It seemed to boil down to one side wanting to stay at the order spawn and farm them for drops instead of capturing flags, which allowed order to win the scenario by back capping (que the rage). But their argument was that the rewards for winning the scenario are not as important as loot that could potentially drop from players.

Experience is useless for rank 20's, renown abilities are not yet implemented meaning that rank 18 is the last stop of usefulness to allow you to use influence rewards. Meaning once you hit r20rr18 the only way to increase your power is to acquire better gear.

It's a real douche bag move, but I see it happening a lot and I do it myself if possible. On live you had medals and sc vendor, and stronger realm pride meant that winning was a bigger factor.

Whats the chances scenario rewards get reworked to promote actually winning the scenario? I'm sure vendors are a far ways off, but adding something like no rr bonus for the losers, and increasing the rr bonus for winning, maybe a quest npc in the wc's that reward silver for winning an sc? etc...
<Lords of the Locker Room> <Old School>

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grumcajs
Posts: 378

Re: Scenario Rewards

Post#2 » Tue Jul 21, 2015 7:42 pm

spawn camping was on official server also. pretty much from t1 and yea - it usually ended by 10 players camping enemy spawn while the 2 players were trying to retake flags. nothing new here at all

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Jaycub
Posts: 3130

Re: Scenario Rewards

Post#3 » Tue Jul 21, 2015 7:46 pm

grumcajs wrote:spawn camping was on official server also. pretty much from t1 and yea - it usually ended by 10 players camping enemy spawn while the 2 players were trying to retake flags. nothing new here at all
It's not just spawn camping, but purposely allowing order win in favor of farming the people who are stuck at wc, or just in general not caring about actually winning.
<Lords of the Locker Room> <Old School>

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Azarael
Posts: 5332

Re: Scenario Rewards

Post#4 » Tue Jul 21, 2015 8:10 pm

I'd also like to see something done in this regard. The problem with many of the rewards and incentives in this game is that they become useless after a while, and so people stop caring about them.

grumcajs
Posts: 378

Re: Scenario Rewards

Post#5 » Tue Jul 21, 2015 8:14 pm

Jaycub wrote:
grumcajs wrote:spawn camping was on official server also. pretty much from t1 and yea - it usually ended by 10 players camping enemy spawn while the 2 players were trying to retake flags. nothing new here at all
It's not just spawn camping, but purposely allowing order win in favor of farming the people who are stuck at wc, or just in general not caring about actually winning.
still the same story. on official server people were spawn camping not for gear drops (that are actually horrible here in case of scenarios...) but for ... no idea... maybe for epeen, d/k ratio, extra renown or for whatever.

spawn camping would happen all the time. it doesnt matter for what reason.

1 solution - spawn guards patroling around spawn, overextension aura of death or ... it doesnt matter. people would still spawn camping as I said several times. in this state of a game it doesnt matter at all. once scen weapons are implemented I would bet it would be way different story - no killing, just running objectives to win a game. no game mechanic is perfect. its just as it is.

all we can do is grumble an' mutter

Cornerback
Posts: 246

Re: Scenario Rewards

Post#6 » Tue Jul 21, 2015 8:14 pm

The biggest reward is slaughtering your enemies over and over again <3
~~ Guild leader of Elements & Elementz ~~

Order: Grombrindal (IB), Gromsson (Engi), Dwaini (RP), Snobbi (Slayer), Khadgar (BW)

Destruction: Xeyron (Magus), Antyria (DoK), Antyrai (Witch Elf), Medigit (Smol Waaaghboss)

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Jaycub
Posts: 3130

Re: Scenario Rewards

Post#7 » Tue Jul 21, 2015 8:43 pm

No mechanic is perfect that true, but there are always ones closer to perfection than others.

I think having an aura around the spawn that causes players killed to not be worth any points, renown xp, and never drop anything would be enough to stop most spawn camping. Make kills on objectives worth more, and make it so the difference in points is a modifier for drop rates to encourage people getting **** on to keep trying instead of just afking in spawn. This type of multiplier could also be applied to cap points, to again encourage not giving up, but even more making it important that you have people watching all the objectives instead of sitting at the spawn.

For instance if the score is like 50-400, a flag cap for the team w/ 50 points would be worth marginally more than normal, as well as kills having a increased item quantity, and rarity modifiers. But obviously not to the point where sandbagging becomes a legit strat to win, or farm items.


Also don't let SC pop unless there are at least 1 healer per 6 people.
Last edited by Jaycub on Tue Jul 21, 2015 9:04 pm, edited 1 time in total.
<Lords of the Locker Room> <Old School>

Tiggo
Former Staff
Posts: 1948

Re: Scenario Rewards

Post#8 » Tue Jul 21, 2015 8:51 pm

best way to prevent spawncamping:

balanced scenarios so the offenders cant hold the camping naturally without artificial buffs or debuffs.

and people not quitting to act in a sc cause they died 2 times and a hypothetical "premade" is always on the enemy side for them ...
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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Tklees
Posts: 675

Re: Scenario Rewards

Post#9 » Tue Jul 21, 2015 9:51 pm

Sc rewards would fix a few but not all issues with spawn camping. Just sc weps being available would quickly be acquired and then camping would continue. If for instance gear was added to the vendors as well, such as woe/rune items the farming for gear would stop. People would focus on winning the sc and it would stop complaining about low drop rates because gear could be obtained through doing pvp and acquiring currency.
Tklees Chatoullier
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grumcajs
Posts: 378

Re: Scenario Rewards

Post#10 » Tue Jul 21, 2015 10:55 pm

@Jaycub - I remember posting that idea about no renown zone around warcamps on official forums cuz every zone it was the same = leave your wc, head straight to enemy warcamp, meet enemy force on the middle of "wc-wc line" , bash and then either push to their warcamp or flee to yours.

It would be nice and logic way. When enemies are beaten, they respawn or flee to their spawn (safe haven) where they could regrp and prepare to push. not to be locked there and attacked by enemy rdps. also same could be done for faction being camped - spawn should be place where u regrp, not where u hide behind guard and pew pew on the enemy afraid to push - so no renown or gear for them too.

On that I agree with you

- impossible to make "1 healer or no pop" - you can have 3 dps AMs on your team and still do not get single heal while enemy might have 1 heal shamy and be able to outheal these 3 AMs 10 times. It would just lead to rage and despair in sc if u would be unlucky and dps healer would dps instead of healing.
- to avoid that = make a grp, join as grp. its not so hard to find some even random players in zone and do some scs together

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