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RvR reward system

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Mor
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RvR reward system

Post#1 » Sun Jun 14, 2020 11:05 pm

Recently there has been a litte bit of discussion about people (especially destro) coaxing their allies into staying reluctant on forts 3rd stage and not defending. Basically, defending side is giving up a fort in order to allow the other to raid the city. Obviously, this is something horrible but at the same time it reveals some weakness of the rvr system in general. I would like to start this topic so that anyone can give ideas on what to change in the system.

Currently, locking rvr zones like Praag, Dragonwake etc. reward you with medallions and crests. On forts one is rewarded with greater amount of Invader medallions and has a chance for a bag (small chance but still). On cities players collect medallions or crests depending on their gear tome unlock at even greater number. So what system offers is: the greater the difficulty of achiving or succeeding in certain instances or stages of rvr the more reward you will get. And this is absolutely wonderful in my opinion with one little exception! There is almost no difference in rewards between lost and won forts and (more importantly) cities. When a destro player is expecting a raid on Inevitable City we know that he/she will be reward exactly the same amount of crests/medallions as if on Altdorf raid. This is encouraging everyone just to let one of the sides storm a final paring zone, take the fort and then consume city rewards. This is why people try to persuade others into giving up on forts and allow the other side to kill the lord. This is sad...

I'd like to present my idea on this which could probably irritate some part of RoR players. The idea would be to reward players with less crests/medallions when defending their own fort/city/final zones and reward more on every of these when attacking. This would force players to organize and communicate better and most of all not to give up thier own fort or zone! Of course, if defending side succeeds in defending the reward is slighly greater, which is again motivating the defending side to push the enemy away from their fort and city.

What would you guys change? Before you start posting please do not reply with ideas like: "Forts are all sh** remove the trash please" or "There should be 8x more gold bags on cites each stage and 50x more gold bags on forts - problem sorted".

Thanks!

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mix8511
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Re: RvR reward system

Post#2 » Mon Jun 15, 2020 6:11 am

+1 sir

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Armoz
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Re: RvR reward system

Post#3 » Mon Jun 15, 2020 6:22 am

All this can be solved much easier. Higher RR players drops invader and crests depending on your tome unlocks and RR.

Once you have full Vanquisher armor set you start getting invader medallion drops from high RR players when you kill them, and when you get your invader set then all the crests unlock from forts and City sieges and the amounts can be different. You need full invader before you can wear any Sov set pieces anyway so, makes much more sense when player kills have a chnace to drop invader medallions like it used to be back on live.

Foltestik
Posts: 571

Re: RvR reward system

Post#4 » Mon Jun 15, 2020 6:30 am

what a new topik we never have samething like this one :D

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Noslock
Posts: 214

Re: RvR reward system

Post#5 » Mon Jun 15, 2020 8:57 am

Armoz wrote:
Mon Jun 15, 2020 6:22 am
All this can be solved much easier. Higher RR players drops invader and crests depending on your tome unlocks and RR.

Once you have full Vanquisher armor set you start getting invader medallion drops from high RR players when you kill them, and when you get your invader set then all the crests unlock from forts and City sieges and the amounts can be different. You need full invader before you can wear any Sov set pieces anyway so, makes much more sense when player kills have a chnace to drop invader medallions like it used to be back on live.
i think some dev already said no to this proposal as it would make too easy for premade wb (who btw are already on second or third sov set so probably they dont care much) to farm kills and crest making too easy to acquire endgame set.
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Knowthyself
Posts: 84

Re: RvR reward system

Post#6 » Mon Jun 15, 2020 9:11 am

The problem is why to make reaching to gear that hard tbh. Yes I am aware of the fact that we have some hardcore player base who play at least 6-8 (some even more hours a day) for whom that wouldn't cause a porblem and observing they already have their full endgame gear but many only have a few hours of play time at the weekends. What are the chances for them of making it to the city and even getting into an instance with correct setup to win. And let's say these all happened with a lucky coinsidence the amount of the crests you get from with an instance you won is 11 without bags and lets say you won a bag (which doesn't even contain set pieces anymore which I find hard to comprehend also) it is 16 crests in total. Would you like to try calculating how many weekends that player need to actually have Sov set ? Why make people strive for gear in a game that is actually based on rvr and good fights ?
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saupreusse
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Re: RvR reward system

Post#7 » Mon Jun 15, 2020 9:12 am

Increase sov cost and make high rr players drop invader and sov medals

emiliorv
Posts: 449

Re: RvR reward system

Post#8 » Mon Jun 15, 2020 9:59 am

Armoz wrote:
Mon Jun 15, 2020 6:22 am
All this can be solved much easier. Higher RR players drops invader and crests depending on your tome unlocks and RR.
and what will drop one player RR80 killed by a grp of:
-1 player RR80-full sov
-1 player RR75-full inv
-1 player RR70-full Vanq
-1 player RR60-full conq
-1 player RR50-full annhi
-1 payer CR30-RR40 full devastator

6 players with different tome unlocks ans different RR => wich currency will they get for kill a high RR player?

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