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ORvR Proposal

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Raggaz
Posts: 136

ORvR Proposal

Post#1 » Mon Jul 16, 2018 11:39 pm

EDIT:
I wrote up a new very simple form of it, maybe it is easier to understand.



BOs work like gromgril crossing (sc). If youre unfamiliar with this board, 1 BO is open at a time. Once the BO is locked, the next BO in a sequence opens.
Additional BOs/zones will unlock based on population in RvR.


RvR version.

Each BO open for capture is completely random, there is no sequence for which BO opens for capture next.
Longer cap times. Right clicking on BO captures the BO. 30 sec capture time.
Once the BO has been captured it has to be defended for 5 minutes to lock.
If any enemies are within 1000ft(?) of the BO, the 5 minute lock time does not continue.

Long cap time on the BO means it would be hard to capture, easily interrupt anyone trying to capture it. Also need to setup a perimeter to be able to capture.
5 minute defend time once captured, that doesnt count down if enemies are present means the BO could not lock indefinitely.
(A timer for last realm to capture the BO successfully for 30minutes, it then locks for them if no re-capture happened. This would prevent a stalemate on the BO forever.)

Once BO has been successfully defended for 5 minutes without any enemies near it grants 25 resource points. Enemies do not reset 5 minute countdown just prevent it from continuing.

25 resource points per BO lock.
100 resource points = 1 star.
Repairing each door of a keep requires 75 resource points.
Locking a zone requires capturing enemy keep and 3 stars.
Or 5 star lock.

This turns every BO into a battle ground, the only way to gain resource is from locking a BO.



The amount of zones/BOs open at a time depends on population.

T2-/4
Amount of players.
0 - 55 players = 1 BO open.
56 - 75 players = 2 BOs open.
76 - 95 players = 3 BOs open.
96 - 110 players = 4 BOs open.
111+ players An additional T2 zone opens for capture.
1 additional BO opens every 20 players from 111 in the new zone.

T1/ Amount of players
0 - 15 players. 1 BO open.
16 - 30 players. 2 BOs open.
31 - 45 players. 3 BOs open.
46 - 55. 4 BOs open.
56+ ,additional zone opens for capture + 1 BO.
1 additional BO for every 15 players in the new zone.

This way when there is high population more BOs open in the zone. When more players are on it opens an additional zone and additional BOs in the new zone for extra players.
This helps with low population limit, where there will only be 1 or 2 BOs open at a time in 1 zone that must be competed over for resource.
Population check runs every 10 minutes. Zones/BOs close from last opened if not enough players present.


This is the kind of system that needs to be in RvR.
We should have to fight over resource. It should be necessary to have to pvp to gain resource in someway.






EDIT; below: It gets complicated and complex.





BO Rules.

BOs are uncapturable when a zone first opens, in 15 minutes they open for capture.
(fighting can still occur,positioning,ganking,ect. Just not BO capture.
When a zone unlocks. The number of BOs open is determined by population size.
Each BO is given a random 1-4 number(that is hidden. BOs open in this hidden 1-4 sequence.
Once a BO has been locked the next BO in the sequence opens for capture.
BOs stay locked until all BOs in the zone are locked.
Once all 4 BOs have been locked there is a 5 minute lock period, BOs then reset with a random number.

Locked BOs work as controlled BOs do, heal lord/door,teleport, ect. (locking a BO restores a % of health to lord/door)
Each BO lock gives 25 points(100 points for each keep rank). This resource does not deplete overtime,(except by teleport/other,current.
When within aoe of BO(fighting,capturing,retakes,draw,locks/BOs. Give condictions xp/rr/inf.
Ram spawn is 2 stars, to ensure BO interaction.





Ways to lock.

Capture times.
Auto lock timer.
Draw lock.
Retake timer lock.
Retake lock.
All BOs have an Area of effect(aoe) that influences interactions.
Area of Effect of BOs(aoe). Each BO aoe is 500,1000ft.





BO lock rules.
Once a BO has been captured for 5 minutes with no enemy, BO auto locks.
(Aoe of BO prevents lockdown timer, when enemy in aoe of BO).
If enough time passes with no retakes, draw timer will lock BO for realm in control.
A BO can be retaken 4 times, on the 5th a 5 minute non interruptable timer starts.
If team remains in control for 5 consecutive minutes BO locks for them.
Once a BO has been retaken 5 times, retake time increases 5 seconds.
On 7th BO retake, BO instant lock for realm captured.




Ways BO lock.

Auto lock timer.
Once a BO has been captured and opponent hasnt engaged BO in 5 minutes. It locks, for captured realm. Aoe of BO. If an enemy enters aoe of BO, 5 min lockdown timer stops counting down.(this adds to continued fighting

Draw lock.
Once a BO has been captured a non interruptable lockdown timer starts, 35 minutes.
If realm has remained control of BO for 35 minutes it locks for them.
(Retaking BO resets both auto/draw lock timers.

Retake timer.
When a captured BO has been retaken, a 5 limit counter starts.
Once a BO has been retaken 5 times, a 5 minute non interutable lockdown timer starts.
If side who retook BO, remains in control at end of 5 minutes it locks.
This applies on 6th retake. Retake times increases 5 seconds on 5th retake.

Retake lock.
Once BO has been retaken the 7th time. BO automatically locks for captured realm.
(Retaking BOs do not reset retake timers.


Population control.

Amount of BOs open based on zone population.
Population zone check every 10minutes.
BOs open in 15 minutes for capture after zone opens.


T4/ Amount of players.
0 - 55 players = 1 BO open.
56 - 75 players = 2 BOs open.
76 - 95 players = 3 BOs open.
96 - 110 players = 4 BOs open.
111+ players An additional T2 zone opens for capture.
1 additional BO opens every 20 players from 111, plus additonal zone unlocks.

T1/ Amount of players
0 - 15 players. 1 BO open.
16 - 30 players. 2 BOs open.
31 - 45 players. 3 BOs open.
46 - 55. 4 BOs open.
56+ ,addiontional zone opens for capture + 1 BO.
1 additional BO for every 15 players past 46, plus additonal zone unlocks.






Information synapsis.


BOs display timers, indicating different functions.
retakes, draw/autolock timer, lockdown/resets.
BOs have an Area of effect(aoe) that influences interactions.
Area of Effect of BOs(aoe). Each BO aoe is 500,1000ft.

number of BOs open based on population.
Battles eventually coming down to 1/2 BOs, even based on high number of players.
Low population, battle over limited number of BOs at a time.
More interaction based on limited number of BOs being open with population size.
faster zone takes or longer zone takes. Based on population sizes.
BOs locking. Allows realm to advance to next BO/zone. This also makes the opposition to defend these or they will lose.

4 different ways BOs lock.
Ways to prevent BO locks or make it quicker.
Different BO criteria for locking. auto/drawlock, retake/lock.
Locked BOs provide resources needed for zone lock.
Locked BOs needed for keep progression.
Controlled BOs work like locked BOs.(Heal lord/door/teleport, ect.
Aoe of BOs offer various roles in participation.
BOs are opened for capture in random number of sequences.
Each BO indicate their specifics lock/timers.
(auto/drawlock,retake/lock.
Countless ways zones can play out and battles can emerge.
Last edited by Raggaz on Tue Jul 23, 2019 12:08 am, edited 3 times in total.

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Dabbart
Posts: 2248

Re: ORvR Proposal

Post#2 » Tue Jul 17, 2018 1:53 am

“Bold strategy Cotton”

tldr
Azarael wrote: It's only a nerf if you're bad.

(see, I can shitpost too!)
Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

Raggaz
Posts: 136

Re: ORvR Proposal

Post#3 » Thu Jul 19, 2018 2:47 pm

Lol.

It might be a mess to read. Tried to put it together a little better. But to fresh eyes it might just seem like a headache.


Basically BOs have 4 different ways to lock. And locked BOs give all the effects as controlled BOs do.
I know BOs already have an aoe around them.

You capture BOs, retake them. Defend them. Its complex, but simple in my mind.
It allows more progression and fighting for/on Bos. BOs need more strategy, rather than just sit on them..

Stealthers can retake. If no one fights on the BO it will lock after a period of time.
Number of Bos open based on population size.
BOs will auto lock after so many retakes. BOs will lock after prolonged fighting on them.
BOs are random that are open.

None of this will probably see the light of day. But I dont think its too complex to code in, its just a bunch of timers.

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Yaliskah
Former Staff
Posts: 1974

Re: ORvR Proposal

Post#4 » Thu Jul 19, 2018 5:35 pm

Hoy !

Well this could be interesting but i see a major problem in your logic :p

1-If you weight number of active BO on population, i fear you will have some kind of christmas light string all day long depending you enter in/out the lake and are Rvr tagged > A pain in the ass for players to adapt with.
2-If you weight number of active BO on population, and if there are 75% orders vs 25% destro, how do you solve this? :), less objectives, more pain for outnumbered ?
3- The more you lock BOs, the less you have objectives to fight for, resulting in a massive blob in hot gathering points. Caledor bridge syndrome.

User avatar
Luuca
Posts: 1204

Re: ORvR Proposal

Post#5 » Thu Jul 19, 2018 5:58 pm

#CALEDOREBRIDGEISFUN

Raggaz
Posts: 136

Re: ORvR Proposal

Post#6 » Wed Jul 25, 2018 10:24 pm

Yaliskah wrote: Thu Jul 19, 2018 5:35 pm Hoy !

Well this could be interesting but i see a major problem in your logic :p

1-If you weight number of active BO on population, i fear you will have some kind of christmas light string all day long depending you enter in/out the lake and are Rvr tagged > A pain in the ass for players to adapt with.
2-If you weight number of active BO on population, and if there are 75% orders vs 25% destro, how do you solve this? :), less objectives, more pain for outnumbered ?
3- The more you lock BOs, the less you have objectives to fight for, resulting in a massive blob in hot gathering points. Caledor bridge syndrome.

Well there are ways. And maybe this just makes everything too complicated.

1- Just keep it static. You set the population based on a timer every 10/15min, there is a new population check.
2- This would involve stacking dmg/healing to aao. Every 20aao is 2% more dmg/heal. 400aao = 40% more dmg/healing.
3. The point is to lock BOs. It would make fighting for them more. The BOs that are open would be random.
Sure some places would be worse than others.. But at least people would fight for BOs.

But all of this was just for idea to promote more fighting on BOs. They are too easy to take, no one really cares about them. They are like an after thought, or mainly focused on when one side has the clear advantage. Or used to gank players, ect , ect ect.

Setting rules to how many times a BO can be retaken or if a BO is ignored by the enemy, locks.
ranking a keep takes 100 points, each time you lock a bo is 25 points. It adds progression and focus. Locked BOs heal/door/lord, teleport.
But I can see how much I can answer your questions, you can say these ideas are bad.

User avatar
Aethilmar
Posts: 636

Re: ORvR Proposal

Post#7 » Wed Jul 25, 2018 11:05 pm

1) Thank you for making a suggestion. Putting yourself out there is hard.

2) It seems like the problem du jour is not fighting at the BOs when equal numbers are out but giving the outnumbered side a reason to throw their tender bodies into a vicious horde (of Destro atm) when they pretty much know they are going to be swarmed.

User avatar
Yaliskah
Former Staff
Posts: 1974

Re: ORvR Proposal

Post#8 » Wed Jul 25, 2018 11:15 pm

Raggaz wrote: Wed Jul 25, 2018 10:24 pm 1- Just keep it static. You set the population based on a timer every 10/15min, there is a new population check.
Let say we do it. You have 4 BOs, and for a reason or another, one must be discarded. Which one? the one near your Wc ? the one near theirs? randomly? ( player loves rng :) ). Same if you have 1 BO and another activate. If ORvR become too much rgn in its basic rules, i fear none will understand anything, and i prepare for a shitstorm just here.

Raggaz wrote: Wed Jul 25, 2018 10:24 pm 2- This would involve stacking dmg/healing to aao. Every 20aao is 2% more dmg/heal. 400aao = 40% more dmg/healing.

This is out of question. It is a balance issue. Discussed multiple times since years and it is a no go.

Raggaz wrote: Wed Jul 25, 2018 10:24 pm 3. The point is to lock BOs. It would make fighting for them more. The BOs that are open would be random.
Sure some places would be worse than others.. But at least people would fight for BOs.

Would it really split the "Zerg"? Afaik, half of population here complaining about.


Raggaz wrote: Wed Jul 25, 2018 10:24 pm But all of this was just for idea to promote more fighting on BOs. They are too easy to take, no one really cares about them. They are like an after thought, or mainly focused on when one side has the clear advantage. Or used to gank players, ect , ect ect.

According this is a massive PvP game, it involves players which doesn't mean -atleast in my very honnest opinion- a succession of "1", but a whole entity who should be able to communicate and share the map for a common purpose. Already experienced that with very impressive result. Fact is, it depends mostly on WB leads.

During all your proposition you never talk about this point. We have made very simple rules anyone is able to understand to make the RvR doable whatever the population and the nature of players (afkers..., solo gankers, team, wbs, zergs...), imo, they must take ownership of the game, and take some attention about other players to coordinate. When a healer doesn't heal, whatever the scenario is, you don't point the scenario i guess :). Imo, thats the same thing with ORvR on a largest scale.

Raggaz wrote: Wed Jul 25, 2018 10:24 pm Setting rules to how many times a BO can be retaken or if a BO is ignored by the enemy, locks.
ranking a keep takes 100 points, each time you lock a bo is 25 points. It adds progression and focus. Locked BOs heal/door/lord, teleport.
But I can see how much I can answer your questions, you can say these ideas are bad.

I don't criticize your proposition cause i know how difficult it can be to find something reliable, and you have all my respect to try. But again, i'm not sure that "forcing" with harder rules to do things like this or like that wont help in any way. According the path of least resistance, you will find the exact same issue we experienced years ago : 1 faction locking BOs , another waiting silently behind its keep wall.

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navis
Posts: 783

Re: ORvR Proposal

Post#9 » Sat Jul 28, 2018 4:40 pm

I don't like this idea because that it makes players wait to open the Objectives. This is a big problem as it breaks RvR when players don't have objectives to go to. Instead they will most likely just go to the warcamps/spawns.
Image

Raggaz
Posts: 136

Re: ORvR Proposal

Post#10 » Mon Aug 06, 2018 3:26 am

Ok. I will admit, my answer of to your question of aao was bad.
It has taken some time for me to think of a good answer. And thanks for taking the time to dissect these ideas.


Yaliskah wrote: Wed Jul 25, 2018 11:15 pm
Raggaz wrote: Wed Jul 25, 2018 10:24 pm 1- Just keep it static. You set the population based on a timer every 10/15min, there is a new population check.
Let say we do it. You have 4 BOs, and for a reason or another, one must be discarded. Which one? the one near your Wc ? the one near theirs? randomly? ( player loves rng :) ). Same if you have 1 BO and another activate. If ORvR become too much rgn in its basic rules, i fear none will understand anything, and i prepare for a shitstorm just here.

1. Yes the BOs would be random. Just like how the keeps are random. The amount open would be based on popuatlion. And if you think only having 1 BO be open with low pop is bad, have 2 open. I dont see how this would be bad, because players would be fighting over them.

Raggaz wrote: Wed Jul 25, 2018 10:24 pm 3. The point is to lock BOs. It would make fighting for them more. The BOs that are open would be random.
Sure some places would be worse than others.. But at least people would fight for BOs.
Yaliskah wrote: Wed Jul 25, 2018 11:15 pm
Would it really split the "Zerg"? Afaik, half of population here complaining about.

This here is the problem!! Well not a problem. The side with the majority of players is going to eventually win anyway! You have to realize this. The side with the majority of players will eventually win. There is no changing this there is no getting around this. I did consider only have 1 BO open with a population like 75% on one side, and well. The same outcome is going to happen no matter what.

Raggaz wrote: Wed Jul 25, 2018 10:24 pm Setting rules to how many times a BO can be retaken or if a BO is ignored by the enemy, locks.
ranking a keep takes 100 points, each time you lock a bo is 25 points. It adds progression and focus. Locked BOs heal/door/lord, teleport.
But I can see how much I can answer your questions, you can say these ideas are bad.
Yaliskah wrote: Wed Jul 25, 2018 11:15 pm I don't criticize your proposition cause i know how difficult it can be to find something reliable, and you have all my respect to try. But again, i'm not sure that "forcing" with harder rules to do things like this or like that wont help in any way. According the path of least resistance, you will find the exact same issue we experienced years ago : 1 faction locking BOs , another waiting silently behind its keep wall.
Ya. thats a good point.
There is nothing wrong with the system now. The whole point was to kind of turn BOs into a fighting area. Because they generally are not fought over, they are used to gank people on. They are taken when there is enough players on to take them. Otherwise they are kind of ignored and used. Maybe this system the same kind of things would develope.
The whole idea was to add more fighting over BOs. Giving them different ways of locking and giving them more reasons to fight over. Maybe there is no way to do that.

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