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RvR campaign - forts - citiese: We need a change!

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jshort
Posts: 51

RvR campaign - forts - citiese: We need a change!

Post#1 » Wed Aug 03, 2022 10:14 am

First of all i was really for the current rvr system. I think it give more people the chance to participate in city fights. But people don’t log in for cities anymore or are eager to join the fight. Although the timing should be better and more people should be available. And i cant blame them, hell I don’t even join/log for cityfights anymore.

The current situation/problem with cities and rvr-campaign:
Its not rewarding, it does not feel like Endgame, it does not matter.

Cities have always been a mix of fun, boredom, and pain. If you fight premade vs pug it gets boring after the first fights, if you face premade as a pug its just a pain. You don’t have chance and you never will have. There is no reason at all to leave the spawn. For me the real fun comes with competition. When the outcome of a fight is uncertain, both sides get kills it’s a real back and forth …
The frustration kicks in when you lose such a hard/close fight and get almost no rewards…. Don’t get me wrong I don’t want free rewards for just joining. But for real participation you should be rewarded.

You need rewards that are worthy for people to queue for cities. My idea would be non-permanent rewards. Here are some ideas, all items should decay after 7 days.
  • - 65% or 70% speed mount
    - Mythic event item (like ranked one)
    - Fortress weapon clones with +1 dps and +5 mainstat
    - Pocket item with +1% stat boost
    - Mythic talisman for jewelry (maybe make them 1% better, so 5%crit 7% parry, etc but let them decay after 3 days)
    - Weapon skins (don’t know your future plans or if these skins still exist in the gamefiles but there are atleast some weapon skins left from live like rr75 1hand axes for orcs, rr90 and rr100 2hand sword for chosen….)
I think the community would come up with some more good ideas for non-permanent rewards. And they don’t have to be all at same level, since you have different tier loot bags.

Furthermore we need a reason push the campaign again. And by push I mean a reason it is better to raid the enemy city than to defend your own one.
  • - 5% tax on war crest for 36 h – defending realm has to pay tax to attackers if they lose (issue could be the permanent losing side will progress even slower, maybe make it just 1% so its like an mosquito bite, a little pain but noting really to worry about)
    - 10% reknown bonus for attackers
    - 3 days 20% reknown and influence bonus for your realm if you manage to capture the enemy city
Again i think the community would find many good ideas. The devs could change them so they don’t are too unfair.

Another idea of mine is bringing back resource carriers from live. To the ones who dont know: Instead of carrying the boxes you send a npc with resources from bo to keep. The npc is visible to the enemy team on their map (like the ram) and can be attacked to steal the resources for your own realm. So you can decide if you let the carrier run on his own and risk that the resuorces get stolen or you escort him to the keep. With this system you spread fights over the zone instead of focusing it around one area.

I don’t feel that just changing the rvr-campaign back to the old state would increase the interest in city fights/endgame content/pushing the campaign. What do you think about the ideas of special non-permanent rewards and the resource carrier system? If you don’t like it what are your ideas to make RvR-campaing/forts/cities interesting again?


This thread should be about the campaign. Please leave your post about balance, slayers, choppas, etc. somewhere else. They don’t belong here.

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inoeth
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Posts: 513

Re: RvR campaign - forts - citiese: We need a change!

Post#2 » Wed Aug 03, 2022 10:33 am

imo city SC should not have any impact on normal rvr, most cities are very one sided stomp action which does not require additional reward.
more and better rewards=more winning side joining

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Kpi
Posts: 517

Re: RvR campaign - forts - citiese: We need a change!

Post#3 » Wed Aug 03, 2022 10:40 am

City rewards should not be raised. RVR rewards must be lowered and zerg mode must be killed by GMs as soon as possible.

But I totally agree with the post. The campaign needs to be fixed so that the game doesn't die due to boredom of the players.

A good idea for improve the RVR campaign can be only RVR Zone winners roll gold and purple bags (and of course, Defense bag must be removed). So we will see more sieges
Spoiler:
Kpihuss -- WP 88
Kpithrogrim -- IB 83
Kpigaragrim -- Slayer 81
Kpikossar -- SW 77
Kpirmedes -- RP 68+
Kpiboris -- KOTBS 65+

jshort
Posts: 51

Re: RvR campaign - forts - citiese: We need a change!

Post#4 » Wed Aug 03, 2022 11:49 am

First of all i dont want to raise the current city rewards. I want addional unique rewards for city. Sincse you can optain your gear with all pvp modes (which i think is a good thing) there has to be a reward to go city. And it should not have a big impact to balance.

And how do you want to stop zerging by GMs? Ban everybody who blobs....?
Only give loot to winners will only make it more onesided. Because people will only fight/play for a reward.

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CyunUnderis
Posts: 487
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Re: RvR campaign - forts - citiese: We need a change!

Post#5 » Wed Aug 03, 2022 11:58 am

Kpi wrote: Wed Aug 03, 2022 10:40 am RVR rewards must be lowered and zerg mode must be killed by GMs as soon as possible.
...
A good idea for improve the RVR campaign can be only RVR Zone winners roll gold and purple bags (and of course, Defense bag must be removed). So we will see more sieges
It will only promote zerg.

User avatar
Kpi
Posts: 517

Re: RvR campaign - forts - citiese: We need a change!

Post#6 » Wed Aug 03, 2022 12:00 pm

CyunUnderis wrote: Wed Aug 03, 2022 11:58 am
Kpi wrote: Wed Aug 03, 2022 10:40 am RVR rewards must be lowered and zerg mode must be killed by GMs as soon as possible.
...
A good idea for improve the RVR campaign can be only RVR Zone winners roll gold and purple bags (and of course, Defense bag must be removed). So we will see more sieges
It will only promote zerg.
You can defend against zerg in a keep, not in open field
Last edited by Kpi on Wed Aug 03, 2022 1:42 pm, edited 2 times in total.
Spoiler:
Kpihuss -- WP 88
Kpithrogrim -- IB 83
Kpigaragrim -- Slayer 81
Kpikossar -- SW 77
Kpirmedes -- RP 68+
Kpiboris -- KOTBS 65+

User avatar
Earthcake
Posts: 251

Re: RvR campaign - forts - citiese: We need a change!

Post#7 » Wed Aug 03, 2022 12:56 pm

Kpi wrote: Wed Aug 03, 2022 12:00 pm
You can defend against zerg in a keep, not in open field
But why would you, when you can join said zerg...

User avatar
Kpi
Posts: 517

Re: RvR campaign - forts - citiese: We need a change!

Post#8 » Wed Aug 03, 2022 1:58 pm

Earthcake wrote: Wed Aug 03, 2022 12:56 pm
Kpi wrote: Wed Aug 03, 2022 12:00 pm
You can defend against zerg in a keep, not in open field
But why would you, when you can join said zerg...
If u only obtain gold/purple bags when u win a zone, u will try to defend it always. And the overpopulated realm will try to win the zones with a siege, and this is the place to fight against a zerg.
Spoiler:
Kpihuss -- WP 88
Kpithrogrim -- IB 83
Kpigaragrim -- Slayer 81
Kpikossar -- SW 77
Kpirmedes -- RP 68+
Kpiboris -- KOTBS 65+

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inoeth
Suspended
Posts: 513

Re: RvR campaign - forts - citiese: We need a change!

Post#9 » Wed Aug 03, 2022 2:06 pm

gold bag for winners only will leave casuals behind and sooner or later they will quit. stop this nonesense of hiding progress behind grinding walls....

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Kpi
Posts: 517

Re: RvR campaign - forts - citiese: We need a change!

Post#10 » Wed Aug 03, 2022 2:32 pm

Gold bags for winners will do the players play to win, as in all the games.

Doing the game easy as now, do the game bored. The new players will leave as soon they reach tier 2
Spoiler:
Kpihuss -- WP 88
Kpithrogrim -- IB 83
Kpigaragrim -- Slayer 81
Kpikossar -- SW 77
Kpirmedes -- RP 68+
Kpiboris -- KOTBS 65+

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