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What contributes a loot bag in RVR?

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peterthepan3
Posts: 6509

Re: What contributes a loot bag in RVR?

Post#91 » Mon Mar 06, 2017 5:12 pm

^ this. I like system (just think that the rng factor should be negated somewhat, if/when possible), and most of the top contributors are those who deserve it, but I feel rdps have it WAY too easy compared to melee in terms of raking in the cont/medallions - with very little risk involved.
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hellari
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Re: What contributes a loot bag in RVR?

Post#92 » Mon Mar 06, 2017 6:10 pm

I would like to put my 2cents in here prolly has nothing to really do with the thread just my perspective, as someone who has been in t4 for about two weeks.

I play a kotbs, solo mostly or with a wb when I can, point is in the last 20 or so zone flips. I have worked my ass in the lakes running supplies, soloing people, defending keeps attacking keeps doing as much dps on the lord as I can, I have been top cont over 12 times. in that time I have also accrued 2 gold bags 2 blue bags 2 purple bags and a few green bags as well as rr40-52, yes rng was on my side with rolls however I feel it was well earned.

Now with that said I have also logged on just as destro or order has flipped a keep almost pushed the zone, I roll over and did very little to get a roll and have rolled high enough to get a blue bag or w/e so I can see it from both sides. ie put a lot of work in and u come out with nothing, put very little work in and based purley on your roll you can rank higher than those who have been there for hrs. rng is rng. its how it was on live, personally I like the change the devs have done, some people are just unlucky. eventually you will get something just a matter of time and effort /shrug

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Theseus
Posts: 526

Re: What contributes a loot bag in RVR?

Post#93 » Mon Mar 06, 2017 6:41 pm

hellari wrote:I would like to put my 2cents in here prolly has nothing to really do with the thread just my perspective, as someone who has been in t4 for about two weeks.

I play a kotbs, solo mostly or with a wb when I can, point is in the last 20 or so zone flips. I have worked my ass in the lakes running supplies, soloing people, defending keeps attacking keeps doing as much dps on the lord as I can, I have been top cont over 12 times. in that time I have also accrued 2 gold bags 2 blue bags 2 purple bags and a few green bags as well as rr40-52, yes rng was on my side with rolls however I feel it was well earned.

Now with that said I have also logged on just as destro or order has flipped a keep almost pushed the zone, I roll over and did very little to get a roll and have rolled high enough to get a blue bag or w/e so I can see it from both sides. ie put a lot of work in and u come out with nothing, put very little work in and based purley on your roll you can rank higher than those who have been there for hrs. rng is rng. its how it was on live, personally I like the change the devs have done, some people are just unlucky. eventually you will get something just a matter of time and effort /shrug
You are right, in time you will get something. And I do understand, that it is as well complicated as time consuming to establish a better system, I also can see that it would be a meaningless task without client controll. I get all that, I also get that the devs dont like the current system as well. Still nothing of that changes that it is an unfair saystem, which ist quite frustrating for a lot of people, as they play for hours and get nothing to show for.

And there it isnt an argument to say it is no grind if you enjoy the game. It is no argument, because the high prizes arent the issue, neither is it, that you get only few medallions. The issue is, that you have, after hours you spent, nothing to show for it. And regardless how much fun you have, the medallions arent only currency but also a sign of appreciation. Its like having a job and getting nothing for it. Even if you say you like the work, you wont feel appreciated if you dont get something for it.

Thats the issue.
Andyrion Ulthenair
Arphyrion Soulblade

Grobbok
Posts: 420

Re: What contributes a loot bag in RVR?

Post#94 » Mon Mar 06, 2017 7:11 pm

Theseus wrote:
And there it isnt an argument to say it is no grind if you enjoy the game. It is no argument, because the high prizes arent the issue, neither is it, that you get only few medallions. The issue is, that you have, after hours you spent, nothing to show for it. And regardless how much fun you have, the medallions arent only currency but also a sign of appreciation. Its like having a job and getting nothing for it. Even if you say you like the work, you wont feel appreciated if you dont get something for it.

Thats the issue.
100% agree
and I really want that #devjustice could be read in good mean
let show us that it can be :)
Last edited by Grobbok on Mon Mar 06, 2017 7:44 pm, edited 1 time in total.
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peterthepan3
Posts: 6509

Re: What contributes a loot bag in RVR?

Post#95 » Mon Mar 06, 2017 7:39 pm

While I agree that everyone ought to feel rewarded for putting in work (especially in those sieges/defenses that last several hours), there are a limited amount of bags (perhaps this is the problem? I don't know), and thus only those who put in an extra amount of work end up as the top contributors. How would we go about resolving this (does it need to be resolved?) without rendering the system overly beneficial/rewarding to all, regardless of input?

As it stands now, I feel that, if you are contributing to a very high degree, you are rewarded - only RNG affects the ultimate outcome. It would seem a bit imbalanced if people could be given conqueror/purple weapons, purely because they happened to be in the zone for X amount of time (especially when we consider how relatively difficult it is to get the sc equivalents).
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Theseus
Posts: 526

Re: What contributes a loot bag in RVR?

Post#96 » Mon Mar 06, 2017 8:18 pm

peterthepan3 wrote:While I agree that everyone ought to feel rewarded for putting in work (especially in those sieges/defenses that last several hours), there are a limited amount of bags (perhaps this is the problem? I don't know), and thus only those who put in an extra amount of work end up as the top contributors. How would we go about resolving this (does it need to be resolved?) without rendering the system overly beneficial/rewarding to all, regardless of input?

As it stands now, I feel that, if you are contributing to a very high degree, you are rewarded - only RNG affects the ultimate outcome. It would seem a bit imbalanced if people could be given conqueror/purple weapons, purely because they happened to be in the zone for X amount of time (especially when we consider how relatively difficult it is to get the sc equivalents).
Thats not, what I want. I proposed, that those people who won but dont get bags get at least one Conquerer med instead of 4 Officer meds. That would make up the random factor even a bit. But as that must be appearently coded, if I understood Torque right, that cant be done that easily. Ultimatly, I would like to eliminate every RNG factor as I find it especially annoying losing due to it, and quite unrewarding if I get somthing out of luck.
Andyrion Ulthenair
Arphyrion Soulblade

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Aurandilaz
Posts: 1896

Re: What contributes a loot bag in RVR?

Post#97 » Mon Mar 06, 2017 8:34 pm

Possible ways to alleviate the lack of Conq medals:
-have the 50/50/50 kill quest give 5 conq medals
-keep capture quest could give 1 conq medal
-zone capture quest could give 1 conq medal


Meaning even on your worst day, you still might get few ones. Also zone lock should really reward at least one conq medal...

But I feel the issue will become lesser once the devs allow Officer medals to be converted upwards. ;)

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Haojin
Posts: 1066

Re: What contributes a loot bag in RVR?

Post#98 » Tue Mar 07, 2017 3:08 am

Spoiler:
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Elemint
Posts: 258

Re: What contributes a loot bag in RVR?

Post#99 » Tue Mar 07, 2017 10:56 am

There is an easy way to tweak effort / luck balance, by tweaking contribution / roll ratio.

If you set the roll, for example, to be 500 max, then contribution will mean much much more and a +50 rolling over a +500 would be in the extremes of possiblity. If you set it to 2000 max, contribution almost wouldn't even matter.
I believe setting the maximum to somewhere around 800 would help with people not being rewarded for their effort while still giving other people a chance.

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roadkillrobin
Posts: 2773

Re: What contributes a loot bag in RVR?

Post#100 » Tue Mar 07, 2017 11:25 am

Elemint wrote:There is an easy way to tweak effort / luck balance, by tweaking contribution / roll ratio.

If you set the roll, for example, to be 500 max, then contribution will mean much much more and a +50 rolling over a +500 would be in the extremes of possiblity. If you set it to 2000 max, contribution almost wouldn't even matter.
I believe setting the maximum to somewhere around 800 would help with people not being rewarded for their effort while still giving other people a chance.
Killsteals needs to be adressed first or else rdps classes will always leach both contribution bags and all medalions. With the high ratea of RNG rolls atleast tanks and healers have a chance of getting something.
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