BO - ORVR REWORK 2ND PART
Posted: Fri Jun 07, 2024 11:34 pm
Good day!
Following my last post where I proposed some changes to the BO system I'd like to keep developing the idea with a more dynamic PVE system integrated into ORVR
Current problems:
1- Current Box running system is not very interactive and is boring, just as it was waiting standing in a BO to earn renown.
2- BO's are not dynamic points that actually bring some help in the battlefield, are just points to be taken while you are running boxes or when you want to lock zone.
3- BO's are completely outside of the keep sieging / defending method, both factions focus on keeps when its time to attack / defend.
4-Little groups, solo roamers or even half way do not provide much more to the battlefield agains big blobs.
5-Blob VS Blob is fun up to some point, afterwards is boring.
Now, considering that eventually all of us will reach RR80 what we want is a truly endgame that is fun, gives rush of adrenaline and it keeps you hooked for some hours at any given time. Users now log only to this kind of content (ie. cities or forts) avoiding the major part of the day orvr.
One game that provided me countless hours of extreme fun is "Dynasty warriors" saga, faction against faction where you engage tons and tons of pve mobs while you help advance your own PVE army, conquer key points alongside them or defending some other points. Could be this possible in RoR? Maybe.
The idea is when the pair opens each faction army start advancing towards BO's, key points, alleys, the first BO's they reach will have PVE mobs from the enemy army waiting for them, once cleared they can advance to the other two BO's, then last and eventually enemy Keep.
The important part, when pve armies face each other they will engage in an endless fight UNLESS players are engage to help them.
PVE mobs will continuously (or perhaps in waves ) pop from Keep and moving towards different locations depending on the state of advance.
Armies advance could follow a similar path like this in Praag:
https://www.mediafire.com/view/cgof9rnv ... g.jpg/file
Bo's once taken will pop up "resources runners" on the opposite directions and towards their keep, these could be ambushed and stoped and gives another work to lil groups.
The idea is having a chaotic battlefield full of PVE mobs moving towards enemy keep and engaging any random fights they find, lil groups could merge with them and following them, they must be some badass mobs, some punting, some healing, some attacking maps some rdps, a good composed 24 mobs of an optimal WB perhaps thematically inspired depending on the pair open (elves, orcs / dwarves, empire / chaos).
During low population hours the system shall provide some fun for the low pop, during blob vs blob population the system must be tweaked to force the split to cover many different key points to ensure the siege, a solo player could push his whole faction towards enemy keep if playing solo but having an incredible hard time (as he would have playing solo in a dungeon).
I'll repeat myself as I said on my previous post:
Perhaps its difficult, perhaps its not, perhaps its just a crazy idea of mine, just please do not be TOXIC to each other and do not turn this into another skill balance fighting post, I believe this system could bring some life to the battlefield and watching PVE mobs fighting each other makes the lakes feel more alive even if they are empty.
Kind regards!
Following my last post where I proposed some changes to the BO system I'd like to keep developing the idea with a more dynamic PVE system integrated into ORVR
Current problems:
1- Current Box running system is not very interactive and is boring, just as it was waiting standing in a BO to earn renown.
2- BO's are not dynamic points that actually bring some help in the battlefield, are just points to be taken while you are running boxes or when you want to lock zone.
3- BO's are completely outside of the keep sieging / defending method, both factions focus on keeps when its time to attack / defend.
4-Little groups, solo roamers or even half way do not provide much more to the battlefield agains big blobs.
5-Blob VS Blob is fun up to some point, afterwards is boring.
Now, considering that eventually all of us will reach RR80 what we want is a truly endgame that is fun, gives rush of adrenaline and it keeps you hooked for some hours at any given time. Users now log only to this kind of content (ie. cities or forts) avoiding the major part of the day orvr.
One game that provided me countless hours of extreme fun is "Dynasty warriors" saga, faction against faction where you engage tons and tons of pve mobs while you help advance your own PVE army, conquer key points alongside them or defending some other points. Could be this possible in RoR? Maybe.
The idea is when the pair opens each faction army start advancing towards BO's, key points, alleys, the first BO's they reach will have PVE mobs from the enemy army waiting for them, once cleared they can advance to the other two BO's, then last and eventually enemy Keep.
The important part, when pve armies face each other they will engage in an endless fight UNLESS players are engage to help them.
PVE mobs will continuously (or perhaps in waves ) pop from Keep and moving towards different locations depending on the state of advance.
Armies advance could follow a similar path like this in Praag:
https://www.mediafire.com/view/cgof9rnv ... g.jpg/file
Bo's once taken will pop up "resources runners" on the opposite directions and towards their keep, these could be ambushed and stoped and gives another work to lil groups.
The idea is having a chaotic battlefield full of PVE mobs moving towards enemy keep and engaging any random fights they find, lil groups could merge with them and following them, they must be some badass mobs, some punting, some healing, some attacking maps some rdps, a good composed 24 mobs of an optimal WB perhaps thematically inspired depending on the pair open (elves, orcs / dwarves, empire / chaos).
During low population hours the system shall provide some fun for the low pop, during blob vs blob population the system must be tweaked to force the split to cover many different key points to ensure the siege, a solo player could push his whole faction towards enemy keep if playing solo but having an incredible hard time (as he would have playing solo in a dungeon).
I'll repeat myself as I said on my previous post:
Perhaps its difficult, perhaps its not, perhaps its just a crazy idea of mine, just please do not be TOXIC to each other and do not turn this into another skill balance fighting post, I believe this system could bring some life to the battlefield and watching PVE mobs fighting each other makes the lakes feel more alive even if they are empty.
Kind regards!