Hello so, I had an idea. We're a lovely community so I thought I would share. Perhaps its just a whine from myself, so lets get it out of the way:
*Waa the warbands full and i'm not getting any rewards!* (Even though i do 75% of the dmg and the AoE finishes them off!)
Ok, now thats over. So at the moment when your in the warband you get your share of the rewards when you kill someone, thats fine and dandy, its great, lets healers get rewards, its more organised and so on.
However it becomes less fun when you log in and the warband is full, leaving you and the couple of guys you can muster to get no rewards from anything even though you are contributing to the fights.
I wanted to propose that everyone who does some(Perhaps a threshold?) damage should be included with the "points" rewards, and the killing blows item would still go to that persons party. Still incentive to group up but doesn't leave anyone out.
This might be a awful idea(Tell me why nicely!) but i wanted to hear what you guys thought since the system is already in place is PvE where you share xp out of party.
RvR Points sharing (Experience, Influence & Renown)
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Re: RvR Points sharing (Experience, Influence & Renown)
I'm down for this
Rewards and incentivized you to contribute even if not in wb
Rewards and incentivized you to contribute even if not in wb

Re: RvR Points sharing (Experience, Influence & Renown)
on live that was the case, i don't know why you exluded the item in the first poll option, should be in there too!
i also miss the renown (and exp reward/participation when the healed target kills someone) from leeching since i play pretty much only healers
atm to get renown, exp, influence or items in open RvR as a solo RP (or RP+IB duo) you have to go DPS - and i really don't want to do that!
i also miss the renown (and exp reward/participation when the healed target kills someone) from leeching since i play pretty much only healers
atm to get renown, exp, influence or items in open RvR as a solo RP (or RP+IB duo) you have to go DPS - and i really don't want to do that!
imagine peace
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Re: RvR Points sharing (Experience, Influence & Renown)
Perhaps the items can be discussed as well, there would need to be some sort of internal roll to see if loot drops and make it proportionally higher for warbands.
Re: RvR Points sharing (Experience, Influence & Renown)
No. This will only bring OOG healers again.
Re: RvR Points sharing (Experience, Influence & Renown)
OOG=Out of Group
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Re: RvR Points sharing (Experience, Influence & Renown)
better have solo healers actually healing instead of solo healers trying to DPS to get killsPenril wrote:No. This will only bring OOG healers again.
that was the point of my first reply...
imagine peace
chars:
Tathagatagarba - Idleprotest - Pinkpanther
Satori - Satoritv - Cookiemonstaaa - Arthurconandok - Gobdylan - Marychoppinz - Hugehackman
shameless plug:
livestream - youtube - facebook - twitter
chars:
Tathagatagarba - Idleprotest - Pinkpanther
Satori - Satoritv - Cookiemonstaaa - Arthurconandok - Gobdylan - Marychoppinz - Hugehackman
shameless plug:
livestream - youtube - facebook - twitter
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Re: RvR Points sharing (Experience, Influence & Renown)
He is referring to live. Where OOG healers recieved more renown from healing outside the party than they did for playing in it. If the old system returns healers will go OOG to make more renown like they used to.satori wrote:better have solo healers actually healing instead of solo healers trying to DPS to get killsPenril wrote:No. This will only bring OOG healers again.
that was the point of my first reply...
Tklees Chatoullier
Gagirbinn
Gagirbinn
Re: RvR Points sharing (Experience, Influence & Renown)
I was thinking about this earlier
>Everyone has a set loot drop rate say... 20%.
>20% is of course modified by things like times killed in a certain amount of time, RR, etc...
>This 20% drop rate is split among all parties (or solo) players who contributed to killing them (pure damage)
Say There was a WB, a group of 6, and and solo player who attacked, and killed a DoK. The WB contributed 50% of the damage dealt, the 6 man did 40%, and the solo player ended up doing 10%.
That 20% drop chance is split into 50% / 40% / 10% , meaning 10% chance of a drop for the WB, 8% for the 6 man, and 2% for the solo player. And it would possible for all 3 to receive a drop from that 1 kill.
Probably too complicated though. Just getting kill stealed sucks atm
>Everyone has a set loot drop rate say... 20%.
>20% is of course modified by things like times killed in a certain amount of time, RR, etc...
>This 20% drop rate is split among all parties (or solo) players who contributed to killing them (pure damage)
Say There was a WB, a group of 6, and and solo player who attacked, and killed a DoK. The WB contributed 50% of the damage dealt, the 6 man did 40%, and the solo player ended up doing 10%.
That 20% drop chance is split into 50% / 40% / 10% , meaning 10% chance of a drop for the WB, 8% for the 6 man, and 2% for the solo player. And it would possible for all 3 to receive a drop from that 1 kill.
Probably too complicated though. Just getting kill stealed sucks atm

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