Just wanted to add that having a long, grindy stalemate in one zone is a good thing, means lots of fighting and opportunity for leaders to organise warbands and coordinate with each other. On the other hand having massive supply running warbands, as op mentioned, would result in making rvr less active and ultimately more pvdoor than it is now, in addition to promoting a gameplay that should ultimately be only addition to PvP (box running). For the information of thread initiator, most players deem fighting and actually killing people more engaging and interesting than leveling zones and sieging keeps. People fight in the zone because you need a distinct advantage over the other realm (organisation, numbers, class balance or whatever else) to successfully siege a keep. Your proposition is basically a step towards making this advantage unfair: you literally hope people will not defend zones instead of actually being the deciding factor yourself. I don't know and I'm not asking on why you want rvr to be more zergy, one sided and boring than it is now, I'm assuming you do have your reasons. That being said I hope your idea won't find much approval.
P.S. It's most interesting how people forgot that defence bags are relatively new addition to RoR, and why they were introduced: with no defence bags people were literally throwing zones as it was more profitable than defending. Players will try to game any system introduced, and if they can either defend a keep or get a zone lock bag roll and RR tick they won't bother with defending. And if you take the zone lock roll away they won't bother with logging, too, into they get to fort or city. I have no idea why would you propose an idea which would make the game devolve into something deemed bad when it was a thing.
Remove bags from keep defenses.
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Re: Remove bags from keep defenses.
RoR doesnt deserve being taken seriously.
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Re: Remove bags from keep defenses.
+ I like your idea of supply boxes giving renown to the entire warband. Could motivate pretty large coordinated supply drops and get keeps ranked up faster for sieges.
- I don't like the idea of penalizing the losing side even more by removing bags. We've already seen the impact this and other reduced rewards can have on fortress populations. People will blob towards the side with bigger rewards, which will lead to more zergs and less close / fun fights as we often have in the zones now.
- I don't like the idea of penalizing the losing side even more by removing bags. We've already seen the impact this and other reduced rewards can have on fortress populations. People will blob towards the side with bigger rewards, which will lead to more zergs and less close / fun fights as we often have in the zones now.
Last edited by GamesBond on Sun Jan 30, 2022 12:28 pm, edited 1 time in total.
Reason: Stop using annoying colors and big text sizes please, you're just replying to other people..
Reason: Stop using annoying colors and big text sizes please, you're just replying to other people..
Re: Remove bags from keep defenses.
The problem over all is there are too much rewards for zoneswaps, no matter who they are archieved.
Raid empty zones? Fine you get something!
No defense, only box running? Fine get your bag!
Not 100% even numbers? Just throw with benefits on 3rd floor and get your bag!
It was mentioned in another thread, this system forces the playerbase to an imbalance, zone swaps are only happen im one side is overpopulated. Because people now this, there is no siege without AAO puffer on the other side.
Best way out is to reward the fight not the outcome whether it is emblems or renown. 12 Hours one zone, everyone would be fine as long as there are fights.
Raid empty zones? Fine you get something!
No defense, only box running? Fine get your bag!
Not 100% even numbers? Just throw with benefits on 3rd floor and get your bag!
It was mentioned in another thread, this system forces the playerbase to an imbalance, zone swaps are only happen im one side is overpopulated. Because people now this, there is no siege without AAO puffer on the other side.
Best way out is to reward the fight not the outcome whether it is emblems or renown. 12 Hours one zone, everyone would be fine as long as there are fights.
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“A man can fail many times, but he isn't a failure until he begins to blame somebody else.”
― John Burroughs
Re: Remove bags from keep defenses.
I added some new ideas in the first post
In SCs/Ranked/City, the looser side win less medals/RR. In all games, the looser side have less rewards. Why in RVR the looser side must have same rewards (or better) as the winner side? The people must fight to win the zones, not only do roaming and kill solo players. This game is about siege and huge battles.
Lappenforce wrote: Sun Jan 30, 2022 2:58 am Terrible idea. By removing looser bags there's no incentive (except for realm pride ofc) for the loosing realm to actually "try" when outnumbered because you'd be like "why try, they'll win anyways and we get nothing". More often than not we showed up to defend a siege that already looked like it's lost due to numbers, but then stopped their inner push twice because of enemy misplays and actually got the doors closed because enough showed up, what a surprise, that **** is satisfying. And who even gives a **** about how many bags the opposing faction gets, be it free or not, does it hurt someone? Do you think there will be more sieges because people will now say "oh good the opposing realm will get no bag should we fail, thank god, lets try."? I will never get this stupid argument.
In SCs/Ranked/City, the looser side win less medals/RR. In all games, the looser side have less rewards. Why in RVR the looser side must have same rewards (or better) as the winner side? The people must fight to win the zones, not only do roaming and kill solo players. This game is about siege and huge battles.
The main problem is this, the people plays only for kill without reason, not tactics, not teamplay, not sieges, only kills. With this proposal the players will fight for win the zones, and not only for WC fights. The sieges and BO control muy be the main reason for play RVR. The RVR at this moment is very boring because there is not reason for win the zone, only wait for the enemy ram, wait in walls and when outter door is broken jump and kill the ram and take the bag.Cyrylius wrote: Sun Jan 30, 2022 3:40 am J For the information of thread initiator, most players deem fighting and actually killing people more engaging and interesting than leveling zones and sieging keeps. People fight in the zone because you need a distinct advantage over the other realm (organisation, numbers, class balance or whatever else) to successfully siege a keep
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Re: Remove bags from keep defenses.
People shouldnt be supply running bring back npc that does it. Bring guards back to Bo's and 10 second flag capture and 60-120 seconds to lock objective for 5-15 minutes depending on advantages/disadvantages your realm has. Small renown/inf tick when capturing Bo or huge one if there is actually good/long fights around the Bo.
Npc runner need to be clicked so it leaves for keep, when it leaves everyone around the bo will get small inf/renown tick. Locking BO when enemy is sieging keep should be noticable, 25 % doors repaired/healed. Taking and doing 10% less/more dmg around keep for 5 minutes. Same for heals from another BO 10% more heals around keep enemy healing 10 % less around the keep etc
Spreading the fight and defense around the whole map and small parties can affect things this way, ninjaing BO'S used to be best and super rewarding. Oh and aoe cap back to 9pls and ICD 05 seconds not 2 seconds. Also reverting morale changes. This way single target pressure can be high enough that 6-12 players can wipe 18-24 + players and will make single target dmg more rewarding and sense instead of doing almost same dmg just to 24 instead of 1.
Everyone should be able to attack oil and keep doors but not without ram being in place. Small change like this would suddenly make melee healers/life tappers much more useful and keep taking wouldnt be so boring to most. Rewnown back to oil i mean come on...
Npc runner need to be clicked so it leaves for keep, when it leaves everyone around the bo will get small inf/renown tick. Locking BO when enemy is sieging keep should be noticable, 25 % doors repaired/healed. Taking and doing 10% less/more dmg around keep for 5 minutes. Same for heals from another BO 10% more heals around keep enemy healing 10 % less around the keep etc
Spreading the fight and defense around the whole map and small parties can affect things this way, ninjaing BO'S used to be best and super rewarding. Oh and aoe cap back to 9pls and ICD 05 seconds not 2 seconds. Also reverting morale changes. This way single target pressure can be high enough that 6-12 players can wipe 18-24 + players and will make single target dmg more rewarding and sense instead of doing almost same dmg just to 24 instead of 1.
Everyone should be able to attack oil and keep doors but not without ram being in place. Small change like this would suddenly make melee healers/life tappers much more useful and keep taking wouldnt be so boring to most. Rewnown back to oil i mean come on...
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