Suggestion: Battle Sites and RvR Rewards for large, close battles!
Posted: Fri Oct 07, 2022 7:50 am
Hello all,
This post is inspired by a great experience in Ostland yesterday where the forces of Order and Destruction went toe to toe for hours, resulting in epic battles and thousands of kills on either side. While the Blood God is never satiated, he certainly must've been pleased by this tribute of skulls.
It once again reminded me how crazy and unique the experience is that Return of Reckoning provides, especially when it comes to battles on a scale like this.
Now here's my idea to make this a stronger feature in the game:
Battle Sites
Mechanism
Whenever a zone has X amount of players, X amount of kills and between than 0%-20% AAO, the zone is marked as a battle site. This is checked and updated every 30 minutes.
Battle sites are divided into scales (Skirmish and Battle) depending on the amount of players in the zone,
and tiers (Minor, Major, Huge, Epic, etc.) depending on the amount of kills in the zone.
For example:
<Minor Skirmish>: Between 50 - 200 players in the zone, between 0% - 20% AAO and at least 200 kills in the last 30 minutes.
<Major Skirmish>: Between 50 - 200 players in the zone, between 0% - 20% AAO and at least 500 kills in the last 30 minutes.
<Minor Battle>: Between 200 - 400 players in the zone, between 0% - 20% AAO, and at least 400 kills in the last 30 minutes.
<Major Battle>: Between 200 - 400 players in the zone, between 0% - 20% AAO, and at least 1200 kills in the last 30 minutes.
<Huge Battle>: More than 400 players in the zone, between 0% - 20% AAO, and at least 1200 kills in the last 30 minutes.
<Epic Battle>: More than 400 players in the zone, between 0% - 20% AAO, and at least 2000 kills in the last 30 minutes.
Since player numbers and AAO might fluctuate the system could simply take the numbers at the moment of the update and combine it with the amount of kills in the last 30 minutes to determine whether a battle site is formed.
It might also be possible to ignore the amount of players in the zone, and only take into account AAO and kills, since the number of kills tends to correlate to the number of players.
Rewards
Participating in Skirmishes should yield minor increases to renown gained, which are still significant enough to encourage players to seek out the enemy, engage and hopefully escalate the battle.
For example participating in a Minor Skirmish could yield +25% more renown, and a Major Skirmish +50% more.
Battles are where the rewards start getting properly juicy. Participating in Minor Battles should yield +100% renown, and Major Battles +150% renown. Players will also receive double the amount of war crests for kills. There could also be bag roll bonuses for flipping keeps during the time a zone is marked as a battle site.
In Huge and Epic battles the renown gained is increased to 200% and 300% respectively, and players receive triple the amount of war crests for kills.
Further, to commemorate these rare bloodbaths participants could be given a special kind of token that offers access to some unique cosmetic rewards, like dyes, trophies, titles, you name it. The kind of things that will keep players of both low and high renown interested.
Purpose
The main purpose of this feature is to provide players with strong incentives to fight each other tooth and nail in close fights.
Instead of punishing overcrowding on one side with renown penalties, it rewards players for doing the opposite.
Instead of zones being locked in a bloody stalemate being seen as a negative, unrewarding tragedy, it becomes an opportunity for something epic.
And instead of players getting discouraged from engaging with the enemy after a defeat, it encourages them to keep trying, since their sacrifice of blood may lead to more blessings from the God of War. After all, Khorne cares not from whence the blood flows, as long as it does.
Additionally, it increases player immersion by making the battlefield react to their actions and reward them accordingly. These kinds of massive engagements already have a way of cementing themselves into the minds of players as some of the best experiences they have while playing Return of Reckoning. This feature would further reinforce this, and even reward them with special mementos. By giving players cosmetic rewards that are linked to their realm (like medals or titles) it could function to strengthen realm identity.
Additional features
When battles escalate to epic proportions (400 players+), their dynamics change dramatically.
Additional features could be added that facilitate battles of this scale.
For example, the use of guild banners in could be encouraged in these situations by doubling their effectiveness. This fits the concept, since guilds would want to let their banners fly for all to see during epic battles.
Finally, this is an initial draft of the idea and I'm interested in hearing your thoughts and feedback in the comments.
Thank you for reading,
This post is inspired by a great experience in Ostland yesterday where the forces of Order and Destruction went toe to toe for hours, resulting in epic battles and thousands of kills on either side. While the Blood God is never satiated, he certainly must've been pleased by this tribute of skulls.
It once again reminded me how crazy and unique the experience is that Return of Reckoning provides, especially when it comes to battles on a scale like this.
Now here's my idea to make this a stronger feature in the game:
Battle Sites
Mechanism
Whenever a zone has X amount of players, X amount of kills and between than 0%-20% AAO, the zone is marked as a battle site. This is checked and updated every 30 minutes.
Battle sites are divided into scales (Skirmish and Battle) depending on the amount of players in the zone,
and tiers (Minor, Major, Huge, Epic, etc.) depending on the amount of kills in the zone.
For example:
<Minor Skirmish>: Between 50 - 200 players in the zone, between 0% - 20% AAO and at least 200 kills in the last 30 minutes.
<Major Skirmish>: Between 50 - 200 players in the zone, between 0% - 20% AAO and at least 500 kills in the last 30 minutes.
<Minor Battle>: Between 200 - 400 players in the zone, between 0% - 20% AAO, and at least 400 kills in the last 30 minutes.
<Major Battle>: Between 200 - 400 players in the zone, between 0% - 20% AAO, and at least 1200 kills in the last 30 minutes.
<Huge Battle>: More than 400 players in the zone, between 0% - 20% AAO, and at least 1200 kills in the last 30 minutes.
<Epic Battle>: More than 400 players in the zone, between 0% - 20% AAO, and at least 2000 kills in the last 30 minutes.
Since player numbers and AAO might fluctuate the system could simply take the numbers at the moment of the update and combine it with the amount of kills in the last 30 minutes to determine whether a battle site is formed.
It might also be possible to ignore the amount of players in the zone, and only take into account AAO and kills, since the number of kills tends to correlate to the number of players.
Rewards
Participating in Skirmishes should yield minor increases to renown gained, which are still significant enough to encourage players to seek out the enemy, engage and hopefully escalate the battle.
For example participating in a Minor Skirmish could yield +25% more renown, and a Major Skirmish +50% more.
Battles are where the rewards start getting properly juicy. Participating in Minor Battles should yield +100% renown, and Major Battles +150% renown. Players will also receive double the amount of war crests for kills. There could also be bag roll bonuses for flipping keeps during the time a zone is marked as a battle site.
In Huge and Epic battles the renown gained is increased to 200% and 300% respectively, and players receive triple the amount of war crests for kills.
Further, to commemorate these rare bloodbaths participants could be given a special kind of token that offers access to some unique cosmetic rewards, like dyes, trophies, titles, you name it. The kind of things that will keep players of both low and high renown interested.
Purpose
The main purpose of this feature is to provide players with strong incentives to fight each other tooth and nail in close fights.
Instead of punishing overcrowding on one side with renown penalties, it rewards players for doing the opposite.
Instead of zones being locked in a bloody stalemate being seen as a negative, unrewarding tragedy, it becomes an opportunity for something epic.
And instead of players getting discouraged from engaging with the enemy after a defeat, it encourages them to keep trying, since their sacrifice of blood may lead to more blessings from the God of War. After all, Khorne cares not from whence the blood flows, as long as it does.
Additionally, it increases player immersion by making the battlefield react to their actions and reward them accordingly. These kinds of massive engagements already have a way of cementing themselves into the minds of players as some of the best experiences they have while playing Return of Reckoning. This feature would further reinforce this, and even reward them with special mementos. By giving players cosmetic rewards that are linked to their realm (like medals or titles) it could function to strengthen realm identity.
Additional features
When battles escalate to epic proportions (400 players+), their dynamics change dramatically.
Additional features could be added that facilitate battles of this scale.
For example, the use of guild banners in could be encouraged in these situations by doubling their effectiveness. This fits the concept, since guilds would want to let their banners fly for all to see during epic battles.
Finally, this is an initial draft of the idea and I'm interested in hearing your thoughts and feedback in the comments.
Thank you for reading,