Restore Old School RvR rules

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Dirtyz
Posts: 151

Re: Restore Old School RvR rules

Post#31 » Fri Jan 22, 2016 7:32 am

I agree with all the points you've made except the battle objectives. If you want strategy and an organized warband/raid group, you should have map awareness. I've ran plenty of successful warbands and even my first raid i led was a success back in live. The superior side (more strategic group) should always have map control. This requires not only running a fully organized warband but also commanding a couple scout groups therefore capitalizing on your BO benefits as well as keeping them for the main assault.

I agree that locking zones are flippin' annoyingly easy that i just log out and make another toon (esp when your mains are maxed). Zergs are annoying, we can all agree even if we're winning. There's no fun if there's no challenge. I know, free-nown is free-nown and free exp is free exp but there's no point in leveling if there's no one to slap you in the face say, "Hey, I'm taking this zone from you. Try and stop me." Lol.

This leads to creating organized guilds to make such warbands/raid groups. I know a lot of people here want an organized guild who's on when they are and ready to wreck shop plus some. There are "organized" guilds out there but to a "wreck shop" taste they're, most of them are "good". But i know that since this is a private server and not as lively as it was back on live, quantity sounds more better than quality i say in depression.

But long story short, challenges are a necessity in MMOs (which lack) that require organized team play.

Sorry for ranting,
Sincerely,
Exalted.

P.S. Let's focus on fixing flaws and creating polls for such needed systems. When it comes to RvR rules, it should be a democracy than an oligarchy (and not the America's version of democracy Lol) ;)
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Dirtyzcurse Chosen - Ahznik BO - Zengis BG
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Nishka
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Posts: 1057

Re: Restore Old School RvR rules

Post#32 » Fri Jan 22, 2016 7:36 am

Sulorie wrote:Wow, people seem to forget that we had all of this once and it didn't worked out well.

We need no timers to prevent xrealming, we have to ensure that both sides have fun without onesided rewards and no effort for the bigger side.
It's 2 factions pvp game. No matter how balanced is is, there will always be a winning side and a losing side. And most people hate losing. No bonus will discourage them from trying to soothe the butthurt by flipping sides and become "winners" themselves.
If the carrot doesn't work here, try a stick.
It's one of the few occasions when devs should grow some "manly beard" and do something against the majority of community's wishes, aka "daddy knows best", and force the lockout timer. At least 1 hour.
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"Well, once there was only chaos. You ask me, order's winning". - Grandmaster Siegfried Trappenfeld

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pacal012
Posts: 1

Re: Restore Old School RvR rules

Post#33 » Fri Jan 22, 2016 9:25 am

Hey guys, I'm aao chaser, mostly on that side, what is weaker, couse i love the chellenge. But! atm, there is no point of it, couse when you are defending the keep, sooner or later ,that few person who are cepable to holding the keep agints them, they will end up as an enemy, couse its a free keep, and there is no more anoyying thing, then your comrades, sooner or later end up as an enemy, just couse of there greedines. Me too agree with this 1 hour lock, and prevent it, or even give a debuff system, what gives you less xp/renw/inf till you dont kill x amount of enemy player. And till the buff stands, lock your account on that side.

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TenTonHammer
Posts: 3806

Re: Restore Old School RvR rules

Post#34 » Fri Jan 22, 2016 9:32 am

Nishka wrote: and force the lockout timer. At least 1 hour.

How many times will people make this suggestion only to be told it wont work,

2 words: two accounts
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Aquilon
Posts: 203

Re: Restore Old School RvR rules

Post#35 » Fri Jan 22, 2016 12:47 pm

Long story short: AAO with buff to the stats. Zerglings may zerg, xrealmers xrealm.
In proportion: 1vs24 should be strong enough to kill 12 of them.


Have better idea? :mrgreen:
Means determine end.

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Nishka
Suspended
Posts: 1057

Re: Restore Old School RvR rules

Post#36 » Fri Jan 22, 2016 3:28 pm

TenTonHammer wrote:
Nishka wrote: and force the lockout timer. At least 1 hour.

How many times will people make this suggestion only to be told it wont work,

2 words: two accounts
2 words:
IP restriction
No? 3 words then
Start From Scratch
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"Well, once there was only chaos. You ask me, order's winning". - Grandmaster Siegfried Trappenfeld

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TenTonHammer
Posts: 3806

Re: Restore Old School RvR rules

Post#37 » Fri Jan 22, 2016 3:35 pm

ip restrictions screw over people who play from the same address like family memebers

furthermore its not that hard to change your id

i remember the devs banning zonder and his alts multiple times
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mursie
Posts: 674

Re: Restore Old School RvR rules

Post#38 » Fri Jan 22, 2016 4:06 pm

Nishka wrote:
Sulorie wrote: It's one of the few occasions when devs should grow some "manly beard" and do something against the majority of community's wishes, aka "daddy knows best", and force the lockout timer. At least 1 hour.
Nishka,

I will just speak from my personal experience. NA primetime can see some extreme fluctuations in order/destro population. One minute its 50/50 then 57/43 then 43/57. These swings have a noticeable impact on que times. I know our group will swap factions during primetime hours in order to play the under-populated side and give faster que times.

If a lockout is enforced, our strategy would not change. It will just require that we now have two accounts, an order and a destro account. Currently, I just have all toons on one account.

I don't think your idea does anything but create a few extra hours on our part to relevel some toons to end-game for a particular faction on a new account.

It doesn't solve the issue - and I agree with azarael - I don't think there is anything that will.

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Nishka
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Posts: 1057

Re: Restore Old School RvR rules

Post#39 » Fri Jan 22, 2016 5:34 pm

mursie wrote:
Nishka wrote:
Sulorie wrote: It's one of the few occasions when devs should grow some "manly beard" and do something against the majority of community's wishes, aka "daddy knows best", and force the lockout timer. At least 1 hour.
Nishka,

I will just speak from my personal experience. NA primetime can see some extreme fluctuations in order/destro population. One minute its 50/50 then 57/43 then 43/57. These swings have a noticeable impact on que times. I know our group will swap factions during primetime hours in order to play the under-populated side and give faster que times.

If a lockout is enforced, our strategy would not change. It will just require that we now have two accounts, an order and a destro account. Currently, I just have all toons on one account.

I don't think your idea does anything but create a few extra hours on our part to relevel some toons to end-game for a particular faction on a new account.

It doesn't solve the issue - and I agree with azarael - I don't think there is anything that will.
I understand your point. If something won't be done about x-realming, it may eventually kill the game. Propose better solution?
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"Well, once there was only chaos. You ask me, order's winning". - Grandmaster Siegfried Trappenfeld

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Celtic
Posts: 83

Re: Restore Old School RvR rules

Post#40 » Fri Jan 22, 2016 6:17 pm

TenTonHammer wrote:you guys should consider inventing a buff

that only triggers after 30 mins - 1hr of play that increases rr/exp/medalion/item drop ratres or something of that nature that is a real incentive

that is removed if you switch realms it would encourge players to stick with their faction

I love this idea, specially if it increases the medellion drop rate, i was in a WB all today and yesterday and not gone 1 medallion from either day lol ive always been unlucky on the rolls but damn lol rewards like this would mean ppl thought twice about switching to the other side, once they had put in the time to start with, and reward those who dont swap from one to the other when its beneficial.
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