improving the general RvR-system - not just my two cents
Posted: Sat Oct 03, 2015 8:57 pm
zerging empty keeps/zones is a current problem and there a lot of threads in this forum trying to solve it (some of them didn't even start with that topic but are automatically drifting towards it)
this is my attempt containing an anti-zerg measure
i don't say it is finished or perfect at all so i encourage you to post critically - but i don't want to hear a simple "no", i want the reason why you think it is bad and in the ideal case a way to make it better!
oh and if something is not clear i'm happy to answer all of your questions
also i have no idea what amount of coding is needed by our hard working devs to implement all of this so i apologize in advance...
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here is my proposal:
- there is only one zone open at a time and a zone is locked when one side takes the enemy keep (like it is right now)
- remove all NPCs in the PvP-area (except warcamp-guards ofc) so there are no guards at BOs or keeps, this includes the keep-lord
- BOs are taken by simply capturing the flag (takes ~20 seconds), they neither have a lock timer nor is there a reward for taking them
- keeps are taken by capturing a flag in the lord-room and that takes ~90 seconds (ofc after the doors are down)
- the maximum damage a zerg can deal to a keep-door is fixed so you cannot blast them down in no time (would be pretty much the same as: the door can only be damaged by a battering ram)
- the keep door can only be damaged if the attacking side holds a certain amount of BOs in the area
- the amount needed is in relation to the proportion of order vs destro in a given area
- for instance when there is way more order the more BOs they need to hold to even be able to damage the door and on the other hand destro needs less BOs (or none in the extreme cases) to attack the order keep
- the amount of BOs needed should be updated frequently
- the rewards for killing players are boosted by ~100% to what they are now and there is no bonus for killing players near BOs or keeps
- when a zone flips there is a lock tick to every player in the zone as a reward for the winning side that is as high as the current reward for a keep, loosing side gets no tick
- AAO is active like it was on live (scaling can be different but there should be some form of AAO)
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so why all that?
- the system should prolong the time a fight over a zone lasts
- this, the removal of the NPCs and the changed reward-ratio of kills vs PvDoor should lead to actual PvP
- the fights should get more small-scale(ish) because the bigger one side gets the more they have to split up, even numbers on both sides works fine here as well (every faction has to hold 2 BOs in that case to attack the keep)
- if one side is the extreme underdog they get big bonuses: AAO and the chance for more even fights because the attacking side has to split up into 6 parts (all 4 BOs, the keep they want to attack and the other keep that could be attacked by the underdog at any time cause there are so few of them that they don't have to hold any BOs to damage the keep door)
- not giving a bonus to player kills near objectives gives incentive to cut off supply lines
- zerg needs to act more organized, you cannot simply clump up and hope to roll over a zone cause one single player can stop you by taking an undefended BO
- all this should make RvR really interesting for premades and could even lead to new specialized group compositions (how long can a group of 3 tanks and 3 healers hold a BO?)
- AFK leeching zone-locks should not be a problem because locks happen way more infrequent with this system
________________________________________
and now let me finish with some quotes so you can see how my brain got here:
P.S.: i apologize for my rather imperfect english, it is not my mother tongue
_________________________________________________________
suggestions from this thread:
this is my attempt containing an anti-zerg measure
i don't say it is finished or perfect at all so i encourage you to post critically - but i don't want to hear a simple "no", i want the reason why you think it is bad and in the ideal case a way to make it better!
oh and if something is not clear i'm happy to answer all of your questions
also i have no idea what amount of coding is needed by our hard working devs to implement all of this so i apologize in advance...
________________________________________
here is my proposal:
- there is only one zone open at a time and a zone is locked when one side takes the enemy keep (like it is right now)
- remove all NPCs in the PvP-area (except warcamp-guards ofc) so there are no guards at BOs or keeps, this includes the keep-lord
- BOs are taken by simply capturing the flag (takes ~20 seconds), they neither have a lock timer nor is there a reward for taking them
- keeps are taken by capturing a flag in the lord-room and that takes ~90 seconds (ofc after the doors are down)
- the maximum damage a zerg can deal to a keep-door is fixed so you cannot blast them down in no time (would be pretty much the same as: the door can only be damaged by a battering ram)
- the keep door can only be damaged if the attacking side holds a certain amount of BOs in the area
- the amount needed is in relation to the proportion of order vs destro in a given area
- for instance when there is way more order the more BOs they need to hold to even be able to damage the door and on the other hand destro needs less BOs (or none in the extreme cases) to attack the order keep
- the amount of BOs needed should be updated frequently
- the rewards for killing players are boosted by ~100% to what they are now and there is no bonus for killing players near BOs or keeps
- when a zone flips there is a lock tick to every player in the zone as a reward for the winning side that is as high as the current reward for a keep, loosing side gets no tick
- AAO is active like it was on live (scaling can be different but there should be some form of AAO)
________________________________________
so why all that?
- the system should prolong the time a fight over a zone lasts
- this, the removal of the NPCs and the changed reward-ratio of kills vs PvDoor should lead to actual PvP
- the fights should get more small-scale(ish) because the bigger one side gets the more they have to split up, even numbers on both sides works fine here as well (every faction has to hold 2 BOs in that case to attack the keep)
- if one side is the extreme underdog they get big bonuses: AAO and the chance for more even fights because the attacking side has to split up into 6 parts (all 4 BOs, the keep they want to attack and the other keep that could be attacked by the underdog at any time cause there are so few of them that they don't have to hold any BOs to damage the keep door)
- not giving a bonus to player kills near objectives gives incentive to cut off supply lines
- zerg needs to act more organized, you cannot simply clump up and hope to roll over a zone cause one single player can stop you by taking an undefended BO
- all this should make RvR really interesting for premades and could even lead to new specialized group compositions (how long can a group of 3 tanks and 3 healers hold a BO?)
- AFK leeching zone-locks should not be a problem because locks happen way more infrequent with this system
________________________________________
and now let me finish with some quotes so you can see how my brain got here:
Spoiler:
P.S.: i apologize for my rather imperfect english, it is not my mother tongue
_________________________________________________________
suggestions from this thread:
Tiggo wrote:i like the idea with the bos.
What i would ad is a time limit to actually take the keep after the door is opened (i think there is one already but it isnt shown anywhere) and the time should be shown to both sides.
you could also ad: if other side takes ALL bos back, the keepdoor gets closed within 1 or 2 minutes (and enemy keep attackable of course)?
could make some nice races then and increas tension etc.
global defense (e.g. when attacked keep gets its door closed) tick should go to any player on the realm who took part in any rvr activity within that lock period imho.
and i still would like a global bonus when zone locks (or defense tick) for kills made during the zone lock to all players who took part in any rvr activity.