Hi there !
I'm opening this post to ask you some suggestions cause actually, we scratch our heads.
Some years ago, community was upset to be forced to focus in a single area, and we depoyed a pop scale based system, introducing in the same time some counter measure to avoid zone trading.
Actually, we are looking for non punitive solutions to invite people to split and go in these empty areas.
The purpose of this post is to open a discussion, suggest, argument and give us some ideas we could explore when we will focus on ORVR again, IE, after fort deployment (not so far now).
The only vey blury idea we have actually is to increase all gains/contribution in less populated areas, but we are not sure this will really invite player to focus on.
Keep in mind the purpose is not a global rework of the actual system. Simple = Efficient.
Waiting for your ideas and suggestions
[ORVR] Brainstorming/Suggestions
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Re: [ORVR] Brainstorming/Suggestions
ppl will spread when the aim is reach capitals and not just get renown, at that point you will see ppl float around to reach end game content and btw for that to happen the current system to open zone cant work to coordinates zones pushes
- Greenbeast
- Posts: 335
Re: [ORVR] Brainstorming/Suggestions
Increase all gains and contribution or at least reduce penalty.Yaliskah wrote: ↑Sun Nov 25, 2018 2:38 pm Hi there !
I'm opening this post to ask you some suggestions cause actually, we scratch our heads.
Some years ago, community was upset to be forced to focus in a single area, and we depoyed a pop scale based system, introducing in the same time some counter measure to avoid zone trading.
Actually, we are looking for non punitive solutions to invite people to split and go in these empty areas.
The purpose of this post is to open a discussion, suggest, argument and give us some ideas we could explore when we will focus on ORVR again, IE, after fort deployment (not so far now).
The only vey blury idea we have actually is to increase all gains/contribution in less populated areas, but we are not sure this will really invite player to focus on.
Keep in mind the purpose is not a global rework of the actual system. Simple = Efficient.
Waiting for your ideas and suggestions
There is no global goal in campaign maybe adding some rewards for looking multiple paring will help.
We switched zones twice during last event. In DW it went well because TUP showed up and we had few decent fights. In Eataine it was 40+ minutes of rvdoor and 3k+ renown for it.
Re: [ORVR] Brainstorming/Suggestions
I will personally go wherever the most enemies are to kill and fight... for the most enjoyment/fun/battles/challenge/reward/ test of ourselves A.K.A Zerg busting or where enemy threat is to increase our chance of death.Yaliskah wrote: ↑Sun Nov 25, 2018 2:38 pm Hi there !
I'm opening this post to ask you some suggestions cause actually, we scratch our heads.
Some years ago, community was upset to be forced to focus in a single area, and we depoyed a pop scale based system, introducing in the same time some counter measure to avoid zone trading.
Actually, we are looking for non punitive solutions to invite people to split and go in these empty areas.
The purpose of this post is to open a discussion, suggest, argument and give us some ideas we could explore when we will focus on ORVR again, IE, after fort deployment (not so far now).
The only vey blury idea we have actually is to increase all gains/contribution in less populated areas, but we are not sure this will really invite player to focus on.
Keep in mind the purpose is not a global rework of the actual system. Simple = Efficient.
Waiting for your ideas and suggestions
Orvr Stuff/player mentality/reasons for zerg
Spoiler:
Spoiler:
Cheers for reading, Wam ... good luck finding a system that won't be abused
Ps. Maybe improve minimum softcap of renown on keep captures to 5,000 or 10,000 renown even with AAO... what do dev's think is appropiate? remember you still need generally to ram x2 doors and tank lord... you want it enough to make it a viable alternative to main zone if its too unplayable/laggy/too zergy for some... but not too much to make it encourage pvdoor/zone trading / fight avoiding...
3k renown during booster event for 40 minutes is way too low a incentive... attackers get punished for defenders not defending... you can troll enemy side if you wish just by simply not showing up. Second zones need someone to start them, they lack incentive (3k renown with booster is very very low) and then they need someone to react (with campaign progress maybe there will be more reaction) but at the moment there is no real need to react at all, so you could defend by not defending... leave people pvdoor in side zones and they barely gain anything, and you don't have much of a reason to defend if you are busy in another zone. So the carrot and stick could be bigger i.e minimum renown of keeps.
Wamizzle Guild Leader [TUP]
Wamizzle Guild Leader [The Unlikely Plan]
Wamizzle Guild Leader [The Unlikely Plan]
Spoiler:
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- Posts: 3
Re: [ORVR] Brainstorming/Suggestions
A scaling buff/debuff to XP/Renown/Influence gain in the local area when the 'local' population meets certain thresholds.
Local being somewhere around 300ft perhaps.
Then a faction could in the extreme have max AAO for being outnumbered in the lake overall and max buff for low total players in the 'local' area.
Local being somewhere around 300ft perhaps.
Then a faction could in the extreme have max AAO for being outnumbered in the lake overall and max buff for low total players in the 'local' area.
- LetsYouDie
- Posts: 28
Re: [ORVR] Brainstorming/Suggestions
increase renown and contribution multiplier;
decrease renown cap gain
decrease renown cap gain
Spoiler:
Re: [ORVR] Brainstorming/Suggestions
mutiple zones are important for the future, at the moment this rvr system is fine. if we have the forts then it is important for splitting the zerg. in the diffrent zones, this is for stratgeic gameplay important too, many players want the easy way and that is faulse . as eg. the main fight is in praag with the zerg. and dragonwake is open as second zone, then a group or 2 groups go to avelon to prepare the attack for the keep, and then the eneny must split their zerg and if the enemy in dragonwake, then we can to a coordinate attack, in dragonwake and praag, the key word is teamplay and coordination and this many players dont understand because they just see the rr and medals as egoistic way. the players mentality must be change. and this can just the own player. that is the problem
Re: [ORVR] Brainstorming/Suggestions
outside praag there are several mobs of different faction battling each other; yesterday night, while city was contested, they all were rubberbanding heavily; could those mobs be disabled/disappear while pvp is occuring ?
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Re: [ORVR] Brainstorming/Suggestions
One thing could be to include a mission based task/quest in oRvR on Warband or party.
Queue for quests. Quest to do and stop something smaller such as hold bo for 5 minutes in the next 20 minutes vs ensure enemy do not let enemy hold set bo for 5 consecutive minutes.
Other such quests/tasks would be escort/kill certain NPCs , destroy save game object...
As the reward is quest based and the queue system only active in low pop open zones it should not be Zerg .
This type of system may help focus combat and enhance low pop times as well as adding rewards to get ppl out of Zerg zones.
Queue for quests. Quest to do and stop something smaller such as hold bo for 5 minutes in the next 20 minutes vs ensure enemy do not let enemy hold set bo for 5 consecutive minutes.
Other such quests/tasks would be escort/kill certain NPCs , destroy save game object...
As the reward is quest based and the queue system only active in low pop open zones it should not be Zerg .
This type of system may help focus combat and enhance low pop times as well as adding rewards to get ppl out of Zerg zones.
- live4treasure
- Posts: 270
Re: [ORVR] Brainstorming/Suggestions
I was going to suggest something similar to what Acidic did, but also suggest that there would be a "main" zone with the most population, and then defined alternate zones with population limiters of something like 50 on each side. You could then have 6 man group leaders take on quests as mentioned above, which wouldn't count their objectives as complete if in a warband or even just be unavailable and cancel themselves should party be made into a warband. It would provide a form of new, fresh and interesting gameplay aside from the zerg v zerg mass pvp. Hopefully it's not too difficult to implement, of course, but this seems like the best solution.
Would be like guerilla warfare, preparing a specific zone for invasion and the opposing side attempting to thwart this.
Would be like guerilla warfare, preparing a specific zone for invasion and the opposing side attempting to thwart this.
Giladar - rr 80 DPS AM
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