EDIT: I forgot 1 thing that was just suggested and edited a mistake, re-votes are in order. This will not occur anymore, no more vote options are available to add
Last night had a severe imbalance on destruction and order, as destruction was winning a big chunk of order became crossrealmers and flooded Destruction, creating the problem of endless PVE keep takes last night. Because of this there was a wipe, which has caused some...unrest. I hope this never has to happen against and here I have proposed several ideas for fixing the endless keep takes with medallion acquisition. Some of these suggestions fix faction imbalance, some fix the medallion problem. Because of this and the fact that some of these could go together I am allowing 2 votes each. State why and how you vote below if you like. If I have not proposed something that you think would be a good idea just tell me as I am interested in hearing what it is.
Also note I'm not really for some of these, but I decided to add every idea that could come to mind anyways. Happy voting
This is just to see how people would react to such ideas becoming apart of the game, in no way are these actually going to be apart of the game, I am no dev, just making a suggestion in the suggestion forum.
EDIT: Feel free to make a suggestion to one of these ideas, such as the killing quest giving 4 medallions instead of 5 or a 6 hours lock on faction switching instead of 12.
Poll: Ways to fix imbalance and medal acquisition
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- Stkillinger
- Posts: 44
Poll: Ways to fix imbalance and medal acquisition
Last edited by Stkillinger on Thu Sep 17, 2015 11:26 pm, edited 5 times in total.
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Re: Poll: Ways to fix imbalance and medal acquisition
Kill quest is fair enough and give you 100% guarantee that you will get reward for your pains.
The second good decision after this is 10% chance. Its not so fair becouse of random but it makes items more valuable and a little more rare cause you will get them slower.
I suppose I described this 2 punkts very clear and full.
Also you need switch timer, its only will help! not for 100% but some percent it will be effective 20-30% of players to my mind wouldnt make new account.
And main addition! We can give bonus to old accounts to prevent people relog on others (new one with twinks). Its only and perfect solution thats real enough to my mind.
PS: And please try to avoid phrases like "good or bad solution' without comments, cause you didnt get effective info and just "spamming" to my mind, becouse you already said it BY VOITING. So its become "zero posts".
The second good decision after this is 10% chance. Its not so fair becouse of random but it makes items more valuable and a little more rare cause you will get them slower.
I suppose I described this 2 punkts very clear and full.
Also you need switch timer, its only will help! not for 100% but some percent it will be effective 20-30% of players to my mind wouldnt make new account.
And main addition! We can give bonus to old accounts to prevent people relog on others (new one with twinks). Its only and perfect solution thats real enough to my mind.
PS: And please try to avoid phrases like "good or bad solution' without comments, cause you didnt get effective info and just "spamming" to my mind, becouse you already said it BY VOITING. So its become "zero posts".
Re: Poll: Ways to fix imbalance and medal acquisition
I actually made a post suggesting kill quests a while ago.
For me, they seem to be the best option right now. BUT everything has a downside. Fortunately we are in alpha and changes can be tested, so I think we would need to test the kill qs in depth and then report any unforeseen consequence
For me, they seem to be the best option right now. BUT everything has a downside. Fortunately we are in alpha and changes can be tested, so I think we would need to test the kill qs in depth and then report any unforeseen consequence
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Re: Poll: Ways to fix imbalance and medal acquisition
Ye, but I think there is no risks at all. Cause all got same chances to get and its fair for every player and faction. The only thing to test is mechanical part of quest. (just make him working/ without bugs and exploits)Joan wrote:I actually made a post suggesting kill quests a while ago.
For me, they seem to be the best option right now. BUT everything has a downside. Fortunately we are in alpha and changes can be tested, so I think we would need to test the kill qs in depth and then report any unforeseen consequence
- RyanMakara
- Posts: 1563
Re: Poll: Ways to fix imbalance and medal acquisition
Kill quest was my idea! MINEEEE!~
Anyway yeah pls do that. <3
Anyway yeah pls do that. <3

- wargrimnir
- Head Game Master
- Posts: 8415
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Re: Poll: Ways to fix imbalance and medal acquisition
I like two of these.
Kill quests, provided we can separate the difference between Scenario Kills and RvR kills, then..
-BO specific guard kill quest - 25 kills = 2 medallions (guaranteed 8% kills to medallion ratio), requires realms to capture BO's regularly, guards only spawn after the 5 minute timer.
-Keep Lord specific kill quest - 15 kills = 2 medallions (guaranteed 13% kills to medallion ratio), encourages players to defend the Keep to continue refreshing the quest, and to capture keeps.
Realm debuff at 60/65/70% population on login. Nerf RP/XP/Inf gains by 25/50/75% until logoff.
Realm buff at 40/35/30% population on login. Buff WND/INI/TGH by 5/10/15% 1h duration.
Kill quests, provided we can separate the difference between Scenario Kills and RvR kills, then..
-BO specific guard kill quest - 25 kills = 2 medallions (guaranteed 8% kills to medallion ratio), requires realms to capture BO's regularly, guards only spawn after the 5 minute timer.
-Keep Lord specific kill quest - 15 kills = 2 medallions (guaranteed 13% kills to medallion ratio), encourages players to defend the Keep to continue refreshing the quest, and to capture keeps.
Realm debuff at 60/65/70% population on login. Nerf RP/XP/Inf gains by 25/50/75% until logoff.
Realm buff at 40/35/30% population on login. Buff WND/INI/TGH by 5/10/15% 1h duration.
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- Genisaurus
- Former Staff
- Posts: 1054
Re: Poll: Ways to fix imbalance and medal acquisition
Just want to point out, this creates some perverse incentives in RvR. While it rewards attacking a defended keep for the attackers, It means that defending a keep is actually going to reward your enemy more if you fail, than it would if you just let them have it. The end result is that you either have a zerg defense, or a zerg offense.Every 10 player kills at a keep rewards 1 medallion upon keep capture, up to 5 max
In other words, it only works if you reward the defenders similarly. For example, if you give the Keep Lord a quest that gives 2 medallions for every 10 kills in defense of the keep.
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