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City sieges and Campaign. General discussion.

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Alfa1986
Posts: 542

City sieges and Campaign. General discussion.

Post#1 » Mon Feb 10, 2020 8:21 pm

In connection with the wide discussion of the new patch, I decided to suggest several ideas. what if you make the city siege not the finale of the whole company, but just a scenario that appears under certain conditions? I will try to express my thoughts very briefly and as intelligibly as possible. Let's first identify the general problems.
1. The first problem is grinding of new sets (warlord and sover). For a huge number of high-level players who have already farmed an invader, this will be the main incentive for further play. But the problem is that they do not need rewards received from ordinary zones and forts, but they need rewards only from city sieges. From here follows the second problem.

2. The second problem follows from the first one: dead t2-t3, and even mid t4 zones. Many people notice the fact that when the company resets, the population drops sharply, and from those people who played at the fort (300-400 people) there are 100 at best.
3. The third problem is the problem of time zones and a low-high population in a certain time interval of the day. There is no secret that there is the so-called Prime Time, moreover, for the two time zones EU and NA.
4. There is also a problem of balance and power gap between low-level players and high-level players, but this is not important for us so far.
Let's see what can be done in order to at least partially solve some problems.
Introduce city sieges regardless of the current company and active playing zone. For example, two-three days a week in Prime Time, a scenario of city sieges is launched (or when one side reaches a numerical superiority from the number of captured zones for exp 50). Everyone can join the city siege scenario who have a contribution and rr lvl. Attackers if they win get the sover set, defenders if they win get the warlord set (because defenders already losed a company so they cannot take such rewards as attakers who won a company), attackers if they lose they get the warlord set, defenders if they lose they get the insider set (how many bags each side receive it depends on how they will be fight).

Thus, all sides have a good incentive in order to be the best and fight as efficiently as possible, otherwise they simply will not receive end game's rewards. Now about how to decide who at the moment will attack or defend. by this we solve the problem of dead zones in t2, t3. Namely, a special counter is created that registers each capture of each zone, and let's say by a certain time in Prime time (21.00) that side that has three days of a large number of captured zones (for example, destro have 50 captured zones, order 40) destro is attacking, only the attacking side can get sover set, respectively, the battle for each zone will go very fierce).

As a result: we will have city sieges every two- three days in Prime Time, respectively, the maximum number of people will be able to take part in them (perhaps it is worth introducing a certain contribution to participate in city sieges to exclude people who will log in the game only on city sieges). The battle will take place in each zone and each side will be interested in capturing any zone, since there will be no difference between t2 or t4, it’s +1 anyway. High-level players will be interested in playing on their mains to get a contribution to participate in city sieges.


Edit

as a contribution, you can enter a special quest in which the character would receive a medal that can be used to enter the city siege. conditions:
- win 3 active zones
- participate in 10 zone captures.
- kill 30 (50, 100) characters from each fraction (dwarfs, elvs, humans)
- The quest can only be completed once during the whole company.
in this way it will be possible to receive a attribution for several characters and use the medal to enter when it’s convenient for you.

Thanks for reading.
Last edited by Alfa1986 on Tue Feb 11, 2020 5:19 am, edited 1 time in total.
15th orks on a dead elf's chest
yo ho ho and a bottle of rum

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Ototo
Posts: 1012

Re: City sieges and company. General discussion.

Post#2 » Mon Feb 10, 2020 9:01 pm

It's too long to ignore it completely, but I'm gonna try my best.

Let's leave it in the part whr the zerg is encouraged due to diff rewards based, not in the contribution and outcome of the scenario itself, but in if you entered as defender or attacker. So no matter if you win, cause in the best case you win less for doing more. Not even a point to join the defender group instead of zergling an attack and praying that some idiots decide to defend to maybe get a way worse set than the attacker.

Next I'm gonna ignore the part whr the city is no longer a campaign finale, but instead an scenario that will randomly pop in the line. Like seriously, the perfect way to empty the RvR lakes is to not link the Grand Finale to it. Is there any point to put effort to play when waiting is much more efficient?

Like, seriously, people, suggesting to put less effort in the gameplay is so millenial.
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Rubius
Developer
Posts: 304

Re: City sieges and company. General discussion.

Post#3 » Mon Feb 10, 2020 9:15 pm

Ototo wrote: Mon Feb 10, 2020 9:01 pm Not even a point to join the defender group instead of zergling an attack and praying that some idiots decide to defend to maybe get a way worse set than the attacker.
Not entirely true. Since there are no empty instances allowed, joining a zerg for one team means you are locked to that faction and very well may not even get into a city if the defenders are too outnumbered. (So in that case, no loot at all for you beyond the forts!)

For those with 40/40+ chars on either faction, joining outnumbered defenders is the only sure way to know you'll get in to the city.

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Alfa1986
Posts: 542

Re: City sieges and company. General discussion.

Post#4 » Tue Feb 11, 2020 5:41 am

Ototo wrote: Mon Feb 10, 2020 9:01 pm It's too long to ignore it completely, but I'm gonna try my best.

Let's leave it in the part whr the zerg is encouraged due to diff rewards based, not in the contribution and outcome of the scenario itself, but in if you entered as defender or attacker. So no matter if you win, cause in the best case you win less for doing more. Not even a point to join the defender group instead of zergling an attack and praying that some idiots decide to defend to maybe get a way worse set than the attacker.

Next I'm gonna ignore the part whr the city is no longer a campaign finale, but instead an scenario that will randomly pop in the line. Like seriously, the perfect way to empty the RvR lakes is to not link the Grand Finale to it. Is there any point to put effort to play when waiting is much more efficient?

Like, seriously, people, suggesting to put less effort in the gameplay is so millenial.

1. you do not encourage zerg, but the city siege are launched when the maximum of people in the game is present. this creates an opportunity for guilds to create balanced WBs, which will lead to more interesting battles than when there are few people in the game and you have no way to create a full-fledged 2 * 2 * 2. it can be done not in prime time, but also, for example, on the counter, the side that wins the first 50-70-100 zones and becomes the winner.

2. as already written above, the mirror cannot be launched if the number of attackers does not match the number of defenders. because the sover set is much better than the warlord, the more so the sides will have serious motivation to win the campaign and to fight for each zone. the more those players are restricted who are less than 60-65-70 rr, and those players who do not have a contribution to enter, but at the same time the campaign does not stop and continues, and low-level players and those who could not get to the city siege will still be able to continue participating in the general RVR.
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