CONCEPT: Major RvR Overhaul
Posted: Mon Sep 28, 2015 7:17 am
Dear forum-dwellers and visitors,
there was a lot talk lately concering the rvr system and its obvious flaws. Ingame and in the forums, people expressed their feelings about their bad rvr experience. We all know the reasons.
The following writing is more than just an idea, it's a concept which could work and I confident that it will work.
It addresses certain shortcomings of past rvr systems here and on the live servers in the past.
I left out a lot values just to give you an idea what I'd like to see.
You can't change player behavior but an rvr system can give options for players to have fun, this is what I want for all of us.
T.L.T.R due to popular demand:
- BOs being important until zone lock, stronger focus on BOs
- the bigger realm has to maintain BOs control to take the zone, forcing them to split their army
- promotes smaller engagements and less zergy keep sieges
- holding BO against attackers is rewarded
- it is possible to recover after a won defense due to door repairs
- to take a keep you have to wipe out all defenders, who could stop the cap, not just npcs
- transparent zone win conditions, take the flag
- requires coordination within your realm to protect the ram carrier
- optional: up to 2 open zones without fast keep trading, as it will be faster to start a keep siege against opposition
- the zerg has no advantage, when opening keep doors, because of ram mechanic
- increased rewards for the underdog and options to slow down or stop a siege promotes active playing
- no zone wide rewards to counter leeching
- strong focus on rewarding fighting
- hopping to the bigger side will give you low rewards as it takes much longer to prepare a zone for a siege, while the underdog can disrupt you at will and earn much more for each taken BO and kill
I see this was not as short as expected but ... stop being lazy!
there was a lot talk lately concering the rvr system and its obvious flaws. Ingame and in the forums, people expressed their feelings about their bad rvr experience. We all know the reasons.
The following writing is more than just an idea, it's a concept which could work and I confident that it will work.
It addresses certain shortcomings of past rvr systems here and on the live servers in the past.
I left out a lot values just to give you an idea what I'd like to see.
You can't change player behavior but an rvr system can give options for players to have fun, this is what I want for all of us.

T.L.T.R due to popular demand:
- BOs being important until zone lock, stronger focus on BOs
- the bigger realm has to maintain BOs control to take the zone, forcing them to split their army
- promotes smaller engagements and less zergy keep sieges
- holding BO against attackers is rewarded
- it is possible to recover after a won defense due to door repairs
- to take a keep you have to wipe out all defenders, who could stop the cap, not just npcs
- transparent zone win conditions, take the flag
- requires coordination within your realm to protect the ram carrier
- optional: up to 2 open zones without fast keep trading, as it will be faster to start a keep siege against opposition
- the zerg has no advantage, when opening keep doors, because of ram mechanic
- increased rewards for the underdog and options to slow down or stop a siege promotes active playing
- no zone wide rewards to counter leeching
- strong focus on rewarding fighting
- hopping to the bigger side will give you low rewards as it takes much longer to prepare a zone for a siege, while the underdog can disrupt you at will and earn much more for each taken BO and kill
I see this was not as short as expected but ... stop being lazy!

Spoiler: