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why we cant have lvl limit for T2/T3/T4

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Gangan
Posts: 658

Re: why we cant have lvl limit for T2/T3/T4

Post#11 » Thu Sep 13, 2018 10:11 am

How about an auto-debolster, like in sacellum/sewers for t2/3?
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Hargrim
Former Staff
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Re: why we cant have lvl limit for T2/T3/T4

Post#12 » Thu Sep 13, 2018 10:18 am

Gangan wrote: Thu Sep 13, 2018 10:11 am How about an auto-debolster, like in sacellum/sewers for t2/3?

Bad idea, nobody with full skill set of R40 would like to be debolstered or be locked from progressing BiS stuff. THe effect would be drop in RvR pop. This is kinda obvious.
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kweedko
Posts: 519

Re: why we cant have lvl limit for T2/T3/T4

Post#13 » Thu Sep 13, 2018 10:36 am

Sulorie wrote: Thu Sep 13, 2018 8:52 am
RvR is not the place to get fast xp, in any tier. Play sc.

Bullshit, when you get 3-5 more RR than XP in RVR it's total pain in the ass.

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Tykros
Posts: 12

Re: why we cant have lvl limit for T2/T3/T4

Post#14 » Thu Sep 13, 2018 12:27 pm

Old tekst/idea I had like a year ago on this subject. For some reason I never put it here but seeing the topic coming back made me remember and go back to it. It's imo some sort of go-in-between the current merge of T2-T4 and the old seperated Tiers.
I included fort-fights in this idea but it should be doable without them. It's also an idea for a questline that could be extended when fort/cityfights become playable in the future.



(in case of forts running)
The fort fights gives people goodies/shynies/etc that players only can get by doing these fights. To get to such a fight, 2 of the 3 T4 zones need to be locked within a timeframe of 2 hours, attackers get better rewards than defenders. The standard old WAR-conept basicely.
What this will do is give players 'a reason' to fight and put presure on the enemy on different locations. This also gives an outnumbered enemy at least a fighting chance by using guerilla tactics etc. Aka, you give players a reason to spread out and not to stay in the zerg vs zerg situations.
Detail: Fort Fights (and maybe later on Cityfights): min req RR40. Players entering the zone without the pre-reqs get a warning to leave the area or auto-respawn in WC.


Tweaking the campaign and making RVR more mid-tier rank friendly again.
(I don't know of this is possible because I'm not into programming and stuff but I think it should be doable. I see it like an Event like Halloween or something but way smaller and rotating weekly)

Make some sort of standard patch. That patch contains a “campaing-mode” for 1 realm (Green/Dwarf, Elf, Emp/Chaos) for T2, T3 and T4. Patch these in rotation every week with the other weekly patches. Give these campaigns a questline in which players need to play through all the stages for reward something-something.
This campaign mode is open for everybody R16+ for 1 week, until the next weekly patch. Low ranks who want to go and fight with the big guys, go ahead, enjoy. High ranks who want or need to play the campaign for that realm that week can do this also. Other high ranked players who just want to fight (or push for the Fort-fight) can do so in the other 2 T4's without having lowlvls around.

For the other 2 mid-tiers (keep T2 and T3 merged for R16-30/31) that aren't campaign, just implement the old system, all 4 zones open, resettimer 10-15min after lock. In other words, mid rank players who don't want to fight high ranks can fight each other but outside the campaign-quest-zones.
Spread out the old inf-rewards over the old T2 and T3 (Closer to R16 items as first reward in both zones and closer to R30 items for 3th reward. Just reshake them a bit, nothing more.)

The questline as I see it:
Start quest: IC/Dorf, npc sending you to the T2 WC that has the campaignpatch on during that week.
T2 WarCamp: scout 4 BO's and both keeps + be in the RVRlake when zone locks (doesn't matter which side wins, or alternativly give a higher reward in case of a win and a lesser reward in case of losing the zone)
After completion get reward and link to T3
T3 WC: Scout 4BO's and both Keeps + be in the RVRlake when the zone locks
After completion get reward and link to T4, Central zone (Praag, Thunder Mountain or Dragon Wake), no matter which zone is open/locked at that time by the other T4 players.
T4 Central WC: scout 4 BO's and 2 keeps in ALL 3 RVR lakes + be in the RVR lake when your last T4 zone locks, pre Fort-fight.

example, Emp/Chaos campaign-week
High pass/Talabecland locks, players go to Praag.
The zone in T4 Emp/Chaos at that time has been pushed to the Chaos Wastes opun arrival. Praag and Reikland are dead-zones at that time. Players on both sides need to go and scout both Reikland and Praag, skirmishes can always happen, eventually it's only scouting, not taking.
When the Chaos Wastes are locked or pushed back to Reikland and than locks, players having the Quest active (which isn't possible without having done T2 and T3) get a bag-roll (or something) taking into account the prestige for all accomplishments from T2 to the last T4 lock.
The quest at WC is completed and players are sent back to IC/Dorf for final reward.
The Campaign resets back to Ostland/Troll Country.
Back at IC/Dorf original Questgiver: Final reward


(Original idea had fort-fights included. I know this isn't something to be expected soon but I'll include it here as an idea for future adaptation of the campaign-quest.)
Final reward includes 1 (tradable) item A. 3 of these can be traded in for a new (bind on pick up) item B. (fluffwise: a recommendation with back-up from 3 officers) Item B gives a R16+ or R40/non-RR40 player acces to 1 Fort Fight receiving the standard campaignbuffs if needed. Item can be used to start a quest at a T4 warcamp. They loose item B but gives them the ability to bypass the insta-death normally happening to non-RR40 players entering the Fortzone where they can join WB's, fight, win and go for a bagroll.
In the very long run, the idea is to links the 3 campaign-quests into a final city-fight-quest for some sort of ultimate-every-player-wants-it-item.



Again, I have no idea about the technical possibilities for a weekly patch but if this could be done than I think this would make a good alternative. Instead of excluding one over the other, it includes both but with a stimulation for the 'campaign'.

Cheers!

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Cylwen
Posts: 84

Re: why we cant have lvl limit for T2/T3/T4

Post#15 » Thu Sep 13, 2018 6:59 pm

I really disliked the level limit on live and I think the project should focus on the existing implementation plans. When new components are rolled out they'll see adjustments baaed on how the syatem works as a whole. Until then I'd suggest focus should be on implementation of new components.
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Yaliskah
Former Staff
Posts: 1986

Re: why we cant have lvl limit for T2/T3/T4

Post#16 » Thu Sep 13, 2018 10:23 pm

Cylwen wrote: Thu Sep 13, 2018 6:59 pm I really disliked the level limit on live and I think the project should focus on the existing implementation plans. When new components are rolled out they'll see adjustments baaed on how the syatem works as a whole. Until then I'd suggest focus should be on implementation of new components.
You are right. But there are multiple issues to this :) :

- Many infos are missing to deploy original content : This project has no "from live" sources. It is made from scratch. We have to find solutions with closed eyes. (i'm not tech, but you catch the idea)
- We are not commutables in the team, and each of us are trying our best where we are able to do things.
- According the missing part of the live experience, we have to compensate or find different solutions to make the game playable at any moment.

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lefze
Suspended
Posts: 863

Re: why we cant have lvl limit for T2/T3/T4

Post#17 » Thu Sep 13, 2018 10:40 pm

facundo7777 wrote: Thu Sep 13, 2018 8:46 am merging zones was correct. The last thing to fix is pool of xp at rvr zones. Leveling through rvr zones is best for fun but terrible for amount of xp. For example yesterday 2-3 hours of playing as fresh 16/16 lvl at rvr gives me around 4 levels of rr and few bars of xp. In my opinion amount of xp at rvr zones should be much much higher.
I completely agree. The amount of xp gained in rvr is just ridiculously low. I can't even fathom how anyone thinks the rate is even close to acceptable, when career rank ultimately means absolutely nothing in the grand scheme of things. It only serves as a completely unnecessary barrier of entry, and massively gimps several aspects of the end game.
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Esperflame
Posts: 184

Re: why we cant have lvl limit for T2/T3/T4

Post#18 » Fri Sep 14, 2018 4:27 am

I think what we need is make all of t2 Mid Tier and like on live allow some overlap. t1 1-15, t2 12-26, t3 21-39 and t4 31-40. Just make Mid tier 12-39. This will allow people to stay in a lower tier if they don't like being in t4 just like on live. I think this would go a long way to fixing problems.
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Hargrim
Former Staff
Posts: 2465

Re: why we cant have lvl limit for T2/T3/T4

Post#19 » Fri Sep 14, 2018 6:05 am

Esperflame wrote: Fri Sep 14, 2018 4:27 am I think what we need is make all of t2 Mid Tier and like on live allow some overlap. t1 1-15, t2 12-26, t3 21-39 and t4 31-40. Just make Mid tier 12-39. This will allow people to stay in a lower tier if they don't like being in t4 just like on live. I think this would go a long way to fixing problems.

It was tried for a long time, it didn't work, it is not coming back.
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kweedko
Posts: 519

Re: why we cant have lvl limit for T2/T3/T4

Post#20 » Fri Sep 14, 2018 7:58 am

Then time to try renown brackets, not lvl ones. 8-)

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