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Martok
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Re: rvr

Post#21 » Tue Oct 10, 2017 5:14 pm

For what it is worth I like the current system. Sure, there may be modifications to be made here and there, but the underlying precept of merging the tiers is sound.
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Grobbok
Posts: 420

Re: rvr

Post#22 » Tue Oct 10, 2017 7:09 pm

JoyToy wrote:I agree that ppl will always choose the easiest way to gain something, and since this is a pvp game, my guess is that we need to encourage ppl to fight because it pays. .
good idea
coz now fight costs more afford the benefit from it, rewards are very low, amount of renown from killing enemy is so low that its some kind of joke
I remember times that one kill can give you 4-12k renown, more then lock
but now it is more important to escort ram and siege "empty" keep then fight enemy in rvr area
whole zerg just pass enemy and go attack keep, not help, not even see that there is small fight
coz what for the following enemy and trying fight with them, easy way is take keep, wait for lock and get medallions and some renown, just for be x in x wb, just for staying in lord room
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KikkL
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Posts: 263

Re: rvr

Post#23 » Tue Oct 10, 2017 7:47 pm

I GOT THIS ONE GUYS.

SYSTEM IS NOT COMPLETE.
THIS IS NOT THE FINAL PRODUCT, IT MAY CHANGE AT ANY TIME.

THERE IS STILL MORE TO BE IMPLEMENTED. THIS IS THE BEGINNING STAGES.
WE ARE IN ALPHABETA.

THE MODEL YOU SEE IS NOT IN ITS COMPLETE FORM.
GIVE IT TIME, MORE WILL BE ADDED LATER.


Howd i do?!
8-)

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GodlessCrom
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Re: rvr

Post#24 » Tue Oct 10, 2017 7:52 pm

Add 20k hp to everyone, add racial group tactics, fix morale gains for 100% skillcore morale bomb gameplay, remove pug scenarios, add more pug scenarios, LoB are gods, LoB suck, 6v6 me my name is Peterthesixman, prayfordestro, ruski potato vodka zerga blobyat, Solar Flare is god tier, something something pounce.

There, all the board memes.
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Gerv
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Posts: 811

Re: rvr

Post#25 » Tue Oct 10, 2017 8:32 pm

When i get 50 renown for a fight against 6 players on a BO with my group because I am rr50+, or could sit on a BO for greater renown generation over time, whilst not having to search for fights, I see why people sit there.

If scenarios are insta poping, I could earn more renown in there with the winning bonuses but conq medalions dont drop from sc kills.

Its the same disagreement between sides we have seen before on the . A sense of progression is important for players either renown or rewards. Right now, between rolling against 24 players in a pug wb and having a RNG chance t renwon due to party comps its disheartening and extremely hard for pugs, so they BO guard. While the premades earn the renown and rewards from kills because they work extremely hard at it. Thankfully this reward section is being worked on.

Renown gain is the other driver for most players, purple rain, what ever you call it. When rewards are out of reach, players look to exp, inf and renown as they level up.
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freshour
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Posts: 835

Re: rvr

Post#26 » Tue Oct 10, 2017 9:03 pm

I will say my only beef (and I do 100% understand it is not finished yet) - is that I can sit on a BO at RR 62 and get more RR than I do killing people. I mean we average between 200-300 kills a night and that is just a decent night, not even a really good one. The part that is frustrating is that 200-300 kills is literally 200-300 renown (TOTAL). Sure you get little ticks for 100-200 if you defend a BO, but in reality if I just sat on the BO I would probably be a much higher RR than I am currently.

But - I have faith in the devs and other than the low RR from kills (I'm talking about a 6 man, can't even imagine a WB) I think the new system is pretty fun from a 6 man perspective. I don't really enjoy/want to do WB's anymore but that is only my personal opinion.

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Luuca
Posts: 1204

Re: rvr

Post#27 » Tue Oct 10, 2017 11:31 pm

The NA Playtime Perspective:

The issue with ORvR for North America playtimes, as I see it, is Population Imbalance.

Whether it’s one side or the other, playing against a massively oversized force is a huge disadvantage and a massive challenge at best. While it is fun for a while, trying to 6-man roam and find BO fights against like forces always seems to end up with getting Rick-Rolled by the opposing warband+ running all together in the zone. True, our decision to run as a 6-man is not always the only solution, but during NA playtimes most nights, one side or the other usually does not have the active ORvR population to field an opposing force to overcome the normal 33% player deficit – even with AAO.

This leads to a morale problem and fewer players willing to try and mount an offence or defense. The lower the morale of the side is, the more players log out or log in thier characters on the "winning" side. It ends up that the larger force milks the BOs until keep rank 5 and then swallows the keep with little to no resistance while the lower pop side tries to que for SCs and gets no pops.

Proposed Solution:

1. Control the Population within the ORvR Lakes

Control the population in the ORvR lakes by instancing ORvR zones like city sieges were instanced or like Scenarios are matched now. Keep the player numbers fairly equal within the zone by limiting the larger population to what the lower population can muster. Knowing that they are going up against an equal force, more players will feel like they have a fair shot at taking the zone and winning rear/RR/etc. With the ability for players to freely change sides at will in RoR, balancing the forces should be fairly self-governing. When a player on one side cannot join in ORvR on that side because the opposing side does not have the numbers, he can simply swap sides and balance out the zone.

Within these instance ORvR zones require players to be within a 6-man or Warband. Solo players can form a 6-man and go their own ways, but they must remain in the 6-man and share the loot rolls etc. This promotes group play without punishing the solo players too badly on the RR they gain from kills. It will also allow population controls as any player not in a group will be ported from the zone.

In the event that the server population is greater than 3WB vs 3WB [144 players] (the max I think any T4 zone should accommodate) then open up another Tier zone based upon the size of the "overflow" population. Larger overflow 2WB vs 2WB should be in a larger T4 or T3 lake while smaller 1WB vs 1WB or less can run on T2 or T3 lakes. In this way, a lower tier, smaller lake, would host the smaller overflow, while the T4 lakes (larger) would host the larger number of players. This would assist in keeping the play fluid as the size of the opposing forces would scale with the size of the lake somewhat naturally.

2. Bigger Fights - Bigger Rewards

Make loot scale with the participation numbers. 1WB vs 1WB = normal loot bags/loser bags; 2WB vs 2WB = Increased loot bags/loser bags, and so on.

3. What stays the same

Keep the BOs and Keeps as they are now because AFKers will be Player-policed by the Warband/6man leaders as non-contributors. Once /kicked for AFKing they are ported back to IC/Alt, and another player can join and get into the zone. While there’s nothing to stop a 6-man from joining and AFKing at separate BOs, and no one to police them, they would not have a good time in this set up as a fair fight will always bring the active players. This has been somewhat proven by the popularity of SCs.

In conclusion:
This solution, I feel will work for NA playtimes and could possibly work to solve some of the “zerg” issues during EU primetime as well. I played 2 days of EU primetime Friday and Monday on Destruction. While Order had a meager force in the lakes, in total, we took 6 zones while I was on over 2 days, I won a Blue bag (something that never happens in NA time for me) and racked up hundreds of kill assists, lots of renown, and had fun in a premade 6-man that became a warband for keep takes. It seemed to me Order was lacking the numbers to compete. I may be wrong about EU playtimes as 2 days is not a great sample, but I do play nearly every afternoon and night on Destruction NA.

Thank you for reading.

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drmordread
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Re: rvr

Post#28 » Wed Oct 11, 2017 12:22 am

I think I get what OP is saying. I kind of see the same things. Logged in this morning after a almost a month away, and I remembered why I had not logged in. Order WB sit on one BO for contrib, Destro wb on another BO, and a two or three six man groups fight for the other 2 BO, when they are not in an SC.

With the game now skewed heavily in favor of 6 man groups or wb's, there are hardly any solo players ganking, so anyone not in a grp, just sits at the nearest BO for contrib.

I understand the RvR system is not even remotely close to done, so I wait.

Suggestion; (dont know if this is the proper thread fr it, but it's ok ... it wont be popular :)
So as to get people off the ONE bo and on to others;
1-12 people on a BO, normal RR gain
13-18 people (minus) -10%
18-24 people (minus) - 20%
25 to 36 people (minus) - 30%
37 or more (minus) -50%
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