Official T2 RvR Solution Discussion Thread
-
- Posts: 32
Re: Official T2 RvR Solution Discussion Thread
Yea, this is a free game and the developers are not getting paid... It is a lot of fun and and just like all RVR or WvWvW MMorpg's there are population imballances, that is why the AAO system is in place.. If you new anything about true warhammer veterans, we will tell you that we seek out overpopulated apposing faction areas to grind up to 400% extra XP /Renown / Etc - you are looking at this game from a zergers mind set... Warhammer was designed to promote skirmishing. Yes, there are a lot of issues...but that is why they call it an ALPHA GAME - Think about that before you attack a free game where the developers are taking all the risk
Ads
Re: Official T2 RvR Solution Discussion Thread
Didn't they have player statues on Live for top renown earning players? Something like this would be good "carrot on a stick".tommyb23 wrote:Here is an idea that I don't think has been proposed yet in regards to preventing xrealmers, why not have a ranking system where the top individual for each class gets additional powers (visual aura?!) based on the prior week/month's renown gain. Nothing game breaking, but maybe 1% damage boost to him/herself and the party/wb? Not stackable for starters.
I think they had top players for the week and top players overall?



Re: Official T2 RvR Solution Discussion Thread
yes. Also they got some leaderboards on internet with top kiils per week /overall renown gain and couple more separeted by classes. Was pretty good stimul to play that is not connected with creating power gap. sadly mythic removed them soon enough. Would be so good if we see them here aswellAbolition wrote:Didn't they have player statues on Live for top renown earning players? Something like this would be good "carrot on a stick".tommyb23 wrote:Here is an idea that I don't think has been proposed yet in regards to preventing xrealmers, why not have a ranking system where the top individual for each class gets additional powers (visual aura?!) based on the prior week/month's renown gain. Nothing game breaking, but maybe 1% damage boost to him/herself and the party/wb? Not stackable for starters.
I think they had top players for the week and top players overall?
Mostly harmless
K8P & Norn - guild Orz
K8P & Norn - guild Orz
Re: Official T2 RvR Solution Discussion Thread
A solution I think may help the scenario. Keep in mind, I have a very limited understanding of the issue at hand at the moment, but still think it could help.
Keep the system the current way. Add a system that rewards both sides of the fight for the RvR Lakes. Understanding player motivations is key to balancing out these issues. Many games reward only winning, but should also reward the actual participation because its a game and people don't want to waste their time when they can't win a fight AND won't be rewarded for it.
My thoughts... give rewards based on the amount of time it takes to complete or defend a RvR lake. If you've spent an hour in the lake, you get X medallions, and that rate can be increased by 125% if your side was successful in its endeavors. The point is to keep the winning/losing benefits miniscule and not too beneficial for the victor, but enough so that they still want to fight for it.
Maybe people will AFK to just sit in the zone, but that can be fixed too I suspect.
Edit: Just realized that I was responding to things from forever ago. This post is old.
Keep the system the current way. Add a system that rewards both sides of the fight for the RvR Lakes. Understanding player motivations is key to balancing out these issues. Many games reward only winning, but should also reward the actual participation because its a game and people don't want to waste their time when they can't win a fight AND won't be rewarded for it.
My thoughts... give rewards based on the amount of time it takes to complete or defend a RvR lake. If you've spent an hour in the lake, you get X medallions, and that rate can be increased by 125% if your side was successful in its endeavors. The point is to keep the winning/losing benefits miniscule and not too beneficial for the victor, but enough so that they still want to fight for it.
Maybe people will AFK to just sit in the zone, but that can be fixed too I suspect.
Edit: Just realized that I was responding to things from forever ago. This post is old.
Re: Congrats for rvr changing and the killing of tier 2 rvr
all is saidKacia wrote:I think this is a little over dramatic... just two days ago I spent most of the day trying in vain to get destro to take one keep but we got rolled by order every time. Destro had a good day or two. Tomorrow order will reign on high after that who knows. The devs are working hard to provide us with a game that is pvp oriented and balanced. This will not happen over night it's going to be trial and error. It's an alpha test get over it. You don't like how it's run now state what you think is wrong and what you think will fix it. If it's a good idea they'll probably try it
I have every faith in the devs that they will give us an amazing game to play. Stop whining about how they killed your baby.
Who is online
Users browsing this forum: Acarus, Ahrefs [Bot], BigBubbaBaus, Faction69, helloperson and 6 guests