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Medallions on area lock?

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Rebuke
Posts: 388

Re: Medallions on area lock?

Post#51 » Wed Aug 24, 2016 10:38 am

I dont know how you guys are experiencing the game so far. But I have to be honest, I enjoyed RoR more when lvl cap was 32 and medals on kills were rewarded. Granted there were alot more active and capable guilds playing at that time which resulted in less empty keep swapping and more actual fighting.

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Nekkma
Posts: 769

Re: Medallions on area lock?

Post#52 » Wed Aug 24, 2016 11:31 am

Rebuke wrote:I dont know how you guys are experiencing the game so far. But I have to be honest, I enjoyed RoR more when lvl cap was 32 and medals on kills were rewarded. Granted there were alot more active and capable guilds playing at that time which resulted in less empty keep swapping and more actual fighting.

#Focusdreamhouse
I think alot of this comes from the population is not big enough for all four tiers. Espceially since the T4 zones are huge compared to T3. Pair this with the gear grind and need to be present at the keeps and you have almost empty zones besides the keep.
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EasymodeX
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Re: Medallions on area lock?

Post#53 » Wed Aug 24, 2016 1:09 pm

Gear is a carrot,
One of the core reasons why DAOC and WAR were successful with with their PvP implementations is that "99%" competitive gear was ubiquitous and easily attained through most of the games' lifespans.

A *minor* and inconsequential power increase for gear is a useful 'carrot' if a carrot must exist.

However, any *real* delta just inhibits the PvP game. It is half the reason WAR died the day the expansion was released: no one wanted to deal with more gearflation and "carrots". They just wanted to play the game, and if that meant that every other player in the game had a full set of Invader/Warlord/working-on-Sov, then great, so be it. Everyone can have high end gear, jump into the playground and start beating each other up.
the last thing we want to reward is players that don't even want to work for their gear.
The last thing we want to do is prevent players from competing in a game because of artifice.
By not handing out medallions at locks we assure that any play that seeks to advance without work will not have the gear to go with his RR.
You can tune the quantity of medallions to be whatever you want them to be. One medallion per lock for armor that costs 10,000 medallions, where a PvP kill drops 100.

The core question is whether or not people should accrue bling from playing the macro PvP game the way it is meant to be played. E.g. taking objectives. The actual numbers can always be tuned. I mean, do you seriously *not* want people to take objectives?

It sounds like you want to micromanage player behavior. That's silly. The analysis is as simple as: "Are players supposed to care about BOs? If yes, then have Bo caps give some degree of individual rewards." The end.

The rewards don't have to be great, but they should be there. Else people will tend to leave them alone and it will be harder to find fights.

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Once you reach renown rank X You can go to any vendor and buy set X for gold.
This would be ideal, IMO.

If you need to tune RR slightly, so be it. Don't think it's particularly relevant either way. The curve in live was pretty good: you could get RR50 pretty damn quick, but upwards past 60 and 70 became a grind very quickly. If gear is capped at RR50 Conq, then that works out pretty well IMO.
I would also not make any sets stronger in power lvl then t4 sets.
Ambivalent about this. I don't care what the maximum power is as long as 99% of the power is attainable fairly quickly and steadily, without absurd grinding or stat checks (e.g. stat checks against players with significantly more gear).

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Gobtar
Posts: 799

Re: Medallions on area lock?

Post#54 » Wed Aug 24, 2016 1:37 pm

terrio99 wrote:My concern at the moment those already with annihilator gear can now farm resources. So if and when the next tier of gear comes out they could easily obtain it further increasing the power gap. Unless when new gear is realized the developers make to currency for new gear and make annihilator easier to get.
Anni gear is much more of a horizontal upgrade from Ruin and merc than a vertical one. Yes it helps with optimization but as I said once you are in Ruin you have much more of a fighting chance. As for farming resources I am Conq will probably have it's own requirements beyond medallions. I wouldn't worry about players "stockpiling" medallions for conq.
Last edited by Gobtar on Wed Aug 24, 2016 1:56 pm, edited 1 time in total.
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peterthepan3
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Re: Medallions on area lock?

Post#55 » Wed Aug 24, 2016 1:48 pm

it escapes me why some people think that right-clicking a flag for 10 seconds justifies medallions/rr/xp/inf. what needs to be done is promoting other methods of capturing a zone and not keep-hugging, i.e. giving incentives for groups to hold BOs while the main wbs take keeps.
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Gobtar
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Re: Medallions on area lock?

Post#56 » Wed Aug 24, 2016 1:52 pm

EasymodeX wrote:

A *minor* and inconsequential power increase for gear is a useful 'carrot' if a carrot must exist.

However, any *real* delta just inhibits the PvP game. It is half the reason WAR died the day the expansion was released: no one wanted to deal with more gearflation and "carrots". They just wanted to play the game, and if that meant that every other player in the game had a full set of Invader/Warlord/working-on-Sov, then great, so be it. Everyone can have high end gear, jump into the playground and start beating each other up.
Annihlator vs Ruin gear is not worn DF vs WF or even DF vs Sov. Even when that was the case you could still be competitive in Sov during 1.4.8, I am not saying you think that, just to be clear that the devs are very aware and are being very careful to make the carrot small enough that it isn't a stick to other players.

a basic package of gear is extremely easy to get (ruin)...and it doesn't have a RR requirement, plus RoR is looking to introduce dungeons in the future as well. So your fears are understood from past experiences however we see that there is not a problem being competitive. You want to be optimized? Well then that is something different.

Story time: I logged on my BO the first time in 4 months a week ago (Playing casually). I was R 35//40 with enough emblems to buy 1/2 a piece of Merc. I PUGed and now have 3 piece Merc and full Ruin. I have 2/3 of the Epic weapons and now I am R40/40. Am I optimized? no...am I competitive? yes.

Morale of the story: you aren't entitled to the best in slot gear, but if you spend a little bit of effort you can gear up to be able to be competitive. Participatory medals and fail flips was a small element of the larger cancer that killed much of the drive to PvP
Last edited by Gobtar on Wed Aug 24, 2016 1:59 pm, edited 2 times in total.
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Nekkma
Posts: 769

Re: Medallions on area lock?

Post#57 » Wed Aug 24, 2016 1:53 pm

peterthepan3 wrote:it escapes me why some people think that right-clicking a flag for 10 seconds justifies medallions/rr/xp/inf. what needs to be done is promoting other methods of capturing a zone and not keep-hugging, i.e. giving incentives for groups to hold BOs while the main wbs take keeps.
Killing players is fun and need less incentives for people to do. Cappin/guarding BOs is boring and need incentives, otherwise people just skip this.
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Nekkma
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Re: Medallions on area lock?

Post#58 » Wed Aug 24, 2016 2:24 pm

Gobtar wrote:
EasymodeX wrote:

A *minor* and inconsequential power increase for gear is a useful 'carrot' if a carrot must exist.

However, any *real* delta just inhibits the PvP game. It is half the reason WAR died the day the expansion was released: no one wanted to deal with more gearflation and "carrots". They just wanted to play the game, and if that meant that every other player in the game had a full set of Invader/Warlord/working-on-Sov, then great, so be it. Everyone can have high end gear, jump into the playground and start beating each other up.
Annihlator vs Ruin gear is not worn DF vs WF or even DF vs Sov. Even when that was the case you could still be competitive in Sov during 1.4.8, I am not saying you think that, just to be clear that the devs are very aware and are being very careful to make the carrot small enough that it isn't a stick to other players.

a basic package of gear is extremely easy to get (ruin)...and it doesn't have a RR requirement, plus RoR is looking to introduce dungeons in the future as well. So your fears are understood from past experiences however we see that there is not a problem being competitive. You want to be optimized? Well then that is something different.

Story time: I logged on my BO the first time in 4 months a week ago (Playing casually). I was R 35//40 with enough emblems to buy 1/2 a piece of Merc. I PUGed and now have 3 piece Merc and full Ruin. I have 2/3 of the Epic weapons and now I am R40/40. Am I optimized? no...am I competitive? yes.

Morale of the story: you aren't entitled to the best in slot gear, but if you spend a little bit of effort you can gear up to be able to be competitive. Participatory medals and fail flips was a small element of the larger cancer that killed much of the drive to PvP
Story time: I got back after the server downtime. Decided to play my AM who was 35/40 at that time. As I had vacation I managed to play quite alot (about 2 days in /play) over about two weeks. The result? I have 1 Annihilator piece (gloves) and about 70 medallions. At this rate I will be closing in on rr50 when I have full Annihilator. That is with 75% renown reduction mind you.

The point is that there is a huge difference in time to get gear for classes/speccs using Anni or mercenary. My hardly played WL can get 4 pieces mercenary. With that said, full Devastator with good talis is still viable but it is kind of stupid to have such big difference in the time it takes to get different sets.
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Gobtar
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Re: Medallions on area lock?

Post#59 » Wed Aug 24, 2016 2:37 pm

Nekkma wrote:
Story time: I got back after the server downtime. Decided to play my AM who was 35/40 at that time. As I had vacation I managed to play quite alot (about 2 days in /play) over about two weeks. The result? I have 1 Annihilator piece (gloves) and about 70 medallions. At this rate I will be closing in on rr50 when I have full Annihilator. That is with 75% renown reduction mind you.

The point is that there is a huge difference in time to get gear for classes/speccs using Anni or mercenary. My hardly played WL can get 4 pieces mercenary. With that said, full Devastator with good talis is still viable but it is kind of stupid to have such big difference in the time it takes to get different sets.
Anni is the endgame gear, it shouldn't be easy to get, dev wasn't easy to get and yet we still got it... and even if you are RR 50 so what? it's not like you have conq to replace it...now I think that when conqueror is available, anni should be easier to get, but that's not the case now. You probably will be RR70 when you get into Conq. So what? It's not like acquiring RR has rewards of its own.

Now the fact you mentioned that some classes acquire medallions slower is interesting and that could be looked at in a different environment but blanket solutions cause blanket problems.

I wonder if and when dungeons become available will people complain if there is a lock out timer.
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Nekkma
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Re: Medallions on area lock?

Post#60 » Wed Aug 24, 2016 2:40 pm

Mercenary is the same tier as Annihilator, i.e. both are endgame, but one set is much harder to get. That was my only point with the quoted post.
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