Hello,
With one of the latest patches finally including some attempt to give Battle objectives (BO) in RvR some more value, attention, incentive. I figured now was a good time to keep building on that focus.
Below I will bring up a couple of suggestions that collectively should help address the playerbehaviours of running to the closest middle-ground BO between the two warcamps. While worldediting still seem like a blocker for replacing some RvR lake warcamps to better help the heatmaps and general roaming action, these changes should hopefully be more doable from a coding point of view. As always my suggestions are made to inspire, promote creative thinking about the issues and suggestions and I dont expect them to be copy-paste perfect.
Suggestion one:
After a Battle objective has been captured, it will stay locked for X minuts. This will potentially change the behavior of players in several phases of the Zone-length. During the Zone-phase of "lets get two stars and build keepstars" this will lead to rotations where different sectors of the map will be open for capture and potentially moving the action around.
This will also change the importants of timing when capturing & locking a zone. As you need currently 3 out of 4 available BOs to lock a zone normally. But if a BO has been locked by the defending realm who is about to lose a zone, just before their keeplord was killed. This BO is now blocking the zonelock for a few minuts and gives more potential for playing the zone-phase of "hit the lock conditions after the lord has died".
Suggestion two:
As a followup to the first suggestion, when a zone is in the final stage and the lord has died. Right now three out of four BOs are required along with your own keep + the enemy keep ruin, to be fully captured when the zonelock timer reaches zero (can be tracked on the old Victory point bar near minimap)
With Battle objectives locking after capture, I think its time to revisit the 4/4 requirement of holding all the battleobjectives and spreading out the value of each BO is equally important. Yes TM east BO is fianlly back in the game and serves a purpose for good/bad.
Suggestion three:
Local AAO.
Using some of the same way the game is tracking DR in LOTD zone with too many allies nearby A code will track the nearby area of how many enemies/allies are involved in a fight on a BO and the reward/difficulty will be determined accordingly. If you are a single WH jumping into a 1v4 and get one kill out of the fight before going down, your reward should reflect the fight difficulty no matter what the rest of your realm is doing elsewhere in the zone.
Same for if you are a warband going on your own, fighting outnumbered against more than a warband. The rewards should reflect the difficulty, sorta to incentivice players spreading out picking the rewards they feel like they can muster.
On top of suggestion three, Id like to see a "fight pool" on Battleobjectives. When a fight is happening near the flag of BOs (tracked by Enemy addon zone areas within the rvrlake) each kill involved in the fight will take the realmpoints earned from each side and put it into a total pool with a cap of X. After the fight has concluded the winning side is the awarded a fair portion of the total pool reflecting their contribution. But keep in mind because of local aao, if you massively outnumber and zerg down the enemy you will get very little as the fight was not hard, and therefor the reward reflects that.
I am sure there are flaws, unintented behavior and ideas to abuse such a system. I tried to think of as many as I could and come up with a system that avoided many of the big ones. I dont think faster progression with RPs are helping the game, it leads to burnout and faster rerolling. But some level of incentives are neded to spread out the action from MS in Praag and Tavern in Highpass to mention a few.
Thanks for reading.
RvR Battleobjectives suggestions to spread out the action
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