thoughts and suggestions of current RvR from a realmie.

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navis
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thoughts and suggestions of current RvR from a realmie.

Post#1 » Sat Jul 28, 2018 10:56 pm

In the absence of a current list of changes to RvR mechanics (that I am aware of), a few thoughts on RvR from a realmies perspective.
- complete the .ror rvr (or other) description of RvR campaign in game. Keeps + supplies, how supplies heal the door, how supplies are used up, etc) "when complete".

I have been using mostly this site as a reference to the most recent changes in rvr https://wiki.returnofreckoning.com/inde ... _RvR_Guide , as well as patch notes.

Some of these points address issues of desirability to play Keeps and get interested in joining a RvR campaign.

In general, I am happy with the state of RvR functionality. So many things have been added now, it's maturing very well, dynamic. Only a few criticisms/suggestions.

A few thoughts on the desirability to play RvR (when not only joining your realm for zone-locks)
- I have noticed a fair trend of focusing on keep captures and fewer keep defenses, lately
- the fact that a keep capture rewards bags and larger rewards

Keep claiming and Guild involved
- haven't become aware of any 'claiming' during RvR I've played recently, it doesn't seem to be a factor in increased interest in defense/ offense
- I would have thought having this option would result in more realm-co ordination
(not as interesting as having some sort of extra nuke as a defensive tactic IMHO, I'm not complaining)

Keep ranking
- I really like the option that once rank 4 it doesn't decrease (my understanding of this currently, but I don't remember where I saw it)
- For a defensive realm, ranking from 1-4 offers very little until rank 4.
- If players are gathering at a keep in a zone that is ranking, they will just consume extra resources and 'de-rank' their own keep. I don't see much current info available about this
- amount of supplies from killed players seems low possibly, or, supplies are lost/recaptured
- chances of a turn-around due to large scale pvp winnings (due to supplies increase) seems insignificant
- the decay time of supplies earned (partial keep stars) at ranks 2 and above seems a bit fast to me.
(suggestion - maybe all supplies dropped in the radius of keep or in the radius of active BO can auto-transfer to supplies to the Realm)
(suggestion - running towards any captured Objective with supplies will transfer supplies to Realm)
(suggestion - maybe offer increased rewards for having your own keep ranked to at least 4) before sieging an enemy keep)

Campaign progress
- the rotation of active zones is decent but could be improved to allow more of a push in just T4 and have the possibility to lock pairing again.
- as stated under keep ranking, little interest to defend in the 2nd open zone. Only interest to lock keep and get reward/bag

Objectives
- I like this iteration quite a bit, it requires multiple groups to rank in the zone
- contribution seems very good

In the end, would be nice if players got together to rank a keep to 4, claim it, and defend and/or siege the opposite realms keep, but I don't think it's going to happen.
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