Mursie's In Game Improvements
Posted: Mon Nov 16, 2015 3:56 pm
Hi,
This thread will discuss in-game changes that I believe would improve the overall competitive spirit and gameplay in RoR. The cool part - since this game is being openly modified by the devs, sticking to the "live script" is not necessarily required.
Please Note - Up front I thank and appreciate all the work the devs are putting into the game. Please do not read this post as a "whine" thread of complaining and bitching. I'm actually just trying to put together things that I think would really improve the play of the game. Whether they happen or not - I have and will continue to play this game - Waagh on!
1. Making RvR happen. How do we do it? With large populations, I think it happens naturally. With low populations, I believe it requires somewhat of an snowball effect to take place. So with this in mind I propose the following:
A. Keep takes with little to no resistance - A keep take by a faction should reward one medallion when there is little to no resistance. This creates the incentive to always go and rvr out in the lakes regardless of population. Currently, I think there is a bit of an apathetic appetite to rvr in low pop times because the effort provides little to no reward. Even just one medallion is an opportunity towards gearing...so that alone now provides the incentive to take objectives when population is low. In low pop times, just getting rvr to happen can somewhat snowball from 3 ppl to 6 to 12 to 24 and before you know it, a warband is moving through zones again.
B. Keep takes with resistance - This is the best case scenario. RvR has happened and you successfully took a defended keep. Three medallions to the victor for a well fought battle.
C. Successful keep defense - We need people to show up for keep defense. This has to be more profitable than just zerging the zone that the opposing faction is not in. Zerging unopposed zones would lead to 1 medallion as noted in (A) above. Thus, a successful defense should reward two medallions.
2. T1 should be zone locked if you cap all 3 BO's. Have it unlock every 15 mins. T1 is fast pace and quick to level out. Let's be honest - even if someone in T1 wanted to abuse xrealming for quick locks on the zerg side...doesn't matter since by lvl 12 they are chickened out. But honestly.. I can't tell you the # of times the zone is 3 bo capped by a faction and they are spawn camping the other side and the zone won't lock. Let's make T1 a fast paced, constantly moving, pvp zone. I love the way T2 is moving every 30 mins - make T1 do the same.
3. Posterns in T3 for both outer and inner walls need to become operational. These are key for defense to take place. With the lack of incentive to defend, plus the extremely difficult measures required to even get into the keep to defend, the lakes are quickly becoming a "no-resistance" keep take wasteland.
The remainder of my points are "nice to have" options that would be really nice QoL upgrades:
3. Can we get pots that persist? Maybe that's to much to ask. But with all the drops/disconnects etc... pots with a 60min timer that persist would be great. (this is a "Nice to Have" QoL improvement. Not fundamental)
4. Gear stats need to be re-worked. Why are mdps walking around with end game sentry gear that has willpower on it? Ouch. Ick.
5. Would really be nice if renown specced abilities would persist in your ability pane (i know it is "claimed" they do persist but things like vigor seem to fall off. Further, in your abilities page - the last tab - renown abilities specced will show up when you actually spec into them..but are gone after your next login.)
6. Can we get defensive abilities to show up in character sheet - I'd like to know its actually working: Deft Defender / Reflexes / Defender abilities
MORE TO COME!!!!
This thread will discuss in-game changes that I believe would improve the overall competitive spirit and gameplay in RoR. The cool part - since this game is being openly modified by the devs, sticking to the "live script" is not necessarily required.
Please Note - Up front I thank and appreciate all the work the devs are putting into the game. Please do not read this post as a "whine" thread of complaining and bitching. I'm actually just trying to put together things that I think would really improve the play of the game. Whether they happen or not - I have and will continue to play this game - Waagh on!
1. Making RvR happen. How do we do it? With large populations, I think it happens naturally. With low populations, I believe it requires somewhat of an snowball effect to take place. So with this in mind I propose the following:
A. Keep takes with little to no resistance - A keep take by a faction should reward one medallion when there is little to no resistance. This creates the incentive to always go and rvr out in the lakes regardless of population. Currently, I think there is a bit of an apathetic appetite to rvr in low pop times because the effort provides little to no reward. Even just one medallion is an opportunity towards gearing...so that alone now provides the incentive to take objectives when population is low. In low pop times, just getting rvr to happen can somewhat snowball from 3 ppl to 6 to 12 to 24 and before you know it, a warband is moving through zones again.
B. Keep takes with resistance - This is the best case scenario. RvR has happened and you successfully took a defended keep. Three medallions to the victor for a well fought battle.
C. Successful keep defense - We need people to show up for keep defense. This has to be more profitable than just zerging the zone that the opposing faction is not in. Zerging unopposed zones would lead to 1 medallion as noted in (A) above. Thus, a successful defense should reward two medallions.
2. T1 should be zone locked if you cap all 3 BO's. Have it unlock every 15 mins. T1 is fast pace and quick to level out. Let's be honest - even if someone in T1 wanted to abuse xrealming for quick locks on the zerg side...doesn't matter since by lvl 12 they are chickened out. But honestly.. I can't tell you the # of times the zone is 3 bo capped by a faction and they are spawn camping the other side and the zone won't lock. Let's make T1 a fast paced, constantly moving, pvp zone. I love the way T2 is moving every 30 mins - make T1 do the same.
3. Posterns in T3 for both outer and inner walls need to become operational. These are key for defense to take place. With the lack of incentive to defend, plus the extremely difficult measures required to even get into the keep to defend, the lakes are quickly becoming a "no-resistance" keep take wasteland.
The remainder of my points are "nice to have" options that would be really nice QoL upgrades:
3. Can we get pots that persist? Maybe that's to much to ask. But with all the drops/disconnects etc... pots with a 60min timer that persist would be great. (this is a "Nice to Have" QoL improvement. Not fundamental)
4. Gear stats need to be re-worked. Why are mdps walking around with end game sentry gear that has willpower on it? Ouch. Ick.
5. Would really be nice if renown specced abilities would persist in your ability pane (i know it is "claimed" they do persist but things like vigor seem to fall off. Further, in your abilities page - the last tab - renown abilities specced will show up when you actually spec into them..but are gone after your next login.)
6. Can we get defensive abilities to show up in character sheet - I'd like to know its actually working: Deft Defender / Reflexes / Defender abilities
MORE TO COME!!!!