Grouping in RvR
- roadkillrobin
- Posts: 2773
Re: Grouping in RvR
The problem is the oRVR system. (This aplies to scenarios aswell) The problem is that kills, assist and heals rewards way to much renown, xp and inf. So instead of grouping up to defend or attack points people just farm kills instead. Imo they should remove it completely and adding massive bonus for taking Defended BO's and Keeps. And aswell as sucessfully defending BO's and Keeps. And then add the bonuses again once the Zone flips. Same with SCs. Renown and Xp should only be based on the score. Both oRVR and SC are objective based combat.

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Re: Grouping in RvR
For some people farming kills provides the most fun. Me and most of the people I play with for instance
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-


- roadkillrobin
- Posts: 2773
Re: Grouping in RvR
A good orvr system would force conflicts were you gonna get your fights and progress your realm at the same time. But we currently have a welfare system that rewards anything you do nomather if its good or bad for the realm. Wich makes no sence. In war theres no such thing. And it also makes people ignore the game objectives.

Re: Grouping in RvR
This is not a WAR specific problem, every MMO out there has this problem. The solution is up to the players, but you can't control how people behave.
Re: Grouping in RvR
Removing the reward from kills, and add them to objectives? You want people to PvDoor even more than they already do?
The point of the current system, is that PvP, or RvR, should be rewarding - And there can be no PvP / RvR without players to fight / kill.
The rewards of taking BOs / Keeps / Zones comes in T4 with city sieges. Thats where the "real" goal is.
The system we have now is obviously not perfect, but as far as I'm concerned, it's the lesser of two evils.
The point of the current system, is that PvP, or RvR, should be rewarding - And there can be no PvP / RvR without players to fight / kill.
The rewards of taking BOs / Keeps / Zones comes in T4 with city sieges. Thats where the "real" goal is.
The system we have now is obviously not perfect, but as far as I'm concerned, it's the lesser of two evils.
Re: Grouping in RvR
Grouping up is the fastest way to farm kills for killing quest, especially for non-AOE melee class.roadkillrobin wrote:The problem is the oRVR system. (This aplies to scenarios aswell) The problem is that kills, assist and heals rewards way to much renown, xp and inf.
I have no idea why people think it isn't so.
People don't (create) group up because they are lazy. Created Warband filled up relatively fast.
Northside-KOTBS ,Southside-SW Westsides-WP Eastside-WH,Rightside-WL
Good Soldier win fight, Good Calvary win field, Good Cannon win Battle, Good logistic win Wars
--Book of Five Rings
Good Soldier win fight, Good Calvary win field, Good Cannon win Battle, Good logistic win Wars
--Book of Five Rings
Re: Grouping in RvR
ppl still think they get more exp/renown solo as on live which should not happen i think in ror

- katroulitsa
- Posts: 342
Re: Grouping in RvR
Great, another thread where some poor guy dared to ask if grping gets easier in later tiers and gets bombarded with new rvr systems' ideas...
Rr gain isn't an issue anyways once you go to t3 and there are ALWAYS premades looking for ppl.
How exactly are you gonna join scs, as melee for example, with no guards and heals? Unless someone has some secret fetish with dying, i personally find it an awful idea.Shibirian wrote:And miss out on the rr...katroulitsa wrote:@OP, just farm rats and lvl up fast. T2 is a nightmare.
Leveling in T2 goes insanely fast. If there's no action in the lakes, join SCs. Much faster compared to rats and you gain rr plus medals, too.

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- roadkillrobin
- Posts: 2773
Re: Grouping in RvR
No you missed my entire point. The reason PVDooR even exist is coz people don't bother defending it. And when they do it's to farm kills not to defend the objective. The problem with the system is that it rewards you for participating. (It actually rewards you for doing poorly aswell) And no consequences for loosing. If "winning" is the only way to advance your characters and you're entire realm it forces the other realm to get organized and fight back. This in the long run creates a competative game with guild/realm pride.Razid1987 wrote:Removing the reward from kills, and add them to objectives? You want people to PvDoor even more than they already do?
The point of the current system, is that PvP, or RvR, should be rewarding - And there can be no PvP / RvR without players to fight / kill.
The rewards of taking BOs / Keeps / Zones comes in T4 with city sieges. Thats where the "real" goal is.
The system we have now is obviously not perfect, but as far as I'm concerned, it's the lesser of two evils.
It also forces comflics around objetives coz it's the only way you can advance. And this will naturally lead to confrontation aka fights. What strategy you chose to defend is up to you. It can by by blocking the road to it. Or it can be to build a defence around it, It doeasn't really mather, it's part of the long goal wich is zone controll. And when you get that it rewards you and your realm. Pretty much every team sport works like this.

Re: Grouping in RvR
You're partly correct: I'd say people don't defend because it's easy to x-realm and just ride on the zerg. And even though the rewards for taking empty keeps are sh*t, people still do it for hours on end. Increases the rewards would only make this worse.roadkillrobin wrote:No you missed my entire point. The reason PVDooR even exist is coz people don't bother defending it.
Sure, but you are effectively defending the objectives as a result, because of kill-farms.roadkillrobin wrote:And when they do it's to farm kills not to defend the objective. The problem with the system is that it rewards you for participating. (It actually rewards you for doing poorly aswell) And no consequences for loosing. If "winning" is the only way to advance your characters and you're entire realm it forces the other realm to get organized and fight back. This in the long run creates a competative game with guild/realm pride.
I'm a little skeptic about this, tbh. I generally agree with you, but giving absolutely zero reward for losing is not something I'm a fan off. It's not always your fault, that you're losing, so completely taking away your reward, because of random factors, seems harsh. It sucks to get nothing out of your efforts, and I fear that it will make people leave /stop trying as soon they realise that they won't succeed. Winning should obviously give bigger rewards, but some kind of reward should be for the losers as well, if you ask me. Kinda like what the Devs did with the Emblems for SCs. I think that worked out pretty well. Even though it really sucks to lose when you have 199 points, or something like that

True. I agree. But I dunno about you, but most fights ARE already around objectives in Orvr. Most fights I've been in the last 3 months have been at objectives.roadkillrobin wrote:It also forces comflics around objetives coz it's the only way you can advance. And this will naturally lead to confrontation aka fights. What strategy you chose to defend is up to you. It can by by blocking the road to it. Or it can be to build a defence around it, It doeasn't really matter, it's part of the long goal wich is zone control. And when you get that it rewards you and your realm. Pretty much every team sport works like this.