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New RvR system vs Old RvR system Poll

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Poll: New RvR Vs Old RvR Mechanics

Poll ended at Fri Sep 18, 2015 2:56 am

Old RvR (All keeps always open)
117
50%
New RvR (1 zone at a time, current system)
119
50%
Total votes: 236

User avatar
dkabib
Posts: 408

Re: New RvR system vs Old RvR system Poll

Post#101 » Fri Sep 11, 2015 3:50 pm

For me the rewards are nice how they are now! No change needed.
What we need is incentive for fighting.
Vanhorts

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Penril
Posts: 4441

Re: New RvR system vs Old RvR system Poll

Post#102 » Fri Sep 11, 2015 3:53 pm

dkabib wrote:For me the rewards are nice how they are now! No change needed.
What we need is incentive for fighting.
This is something i don't understand tbh. Most of us loved WAR's PvP, correct? Aren't we here to just fight and have fun? Isn't a fight its own reward?

Also, kills close to BOs give good XP, renown and inf already.

User avatar
backrow
Posts: 144

Re: New RvR system vs Old RvR system Poll

Post#103 » Fri Sep 11, 2015 3:54 pm

I can't understand why the new system is only barely ahead in votes, I am starting to think that most people here are forum warriors only. it is MUCH better, not even close imho.

Korhill
Posts: 114

Re: New RvR system vs Old RvR system Poll

Post#104 » Fri Sep 11, 2015 3:55 pm

With "To get forced to fight in a zone" i mean i would like to choose if i want to hunt/fight in rvr emp, elf or dwarf zone.
Ofcourse if i enter an pvp area i wish to fight. My bad was not so clear.
I just like to decide in which area and have the orportunity to choose. Sometimes i get bored from troll country so i like to move to dwarf etc.. and rvr there, nothing else :)
About zerg. What tesq have mentioned.

Penril
Posts: 4441

Re: New RvR system vs Old RvR system Poll

Post#105 » Fri Sep 11, 2015 4:04 pm

Korhill wrote:With "To get forced to fight in a zone" i mean i would like to choose if i want to hunt/fight in rvr emp, elf or dwarf zone.
Ofcourse if i enter an pvp area i wish to fight. My bad was not so clear.
I just like to decide in which area and have the orportunity to choose. Sometimes i get bored from troll country so i like to move to dwarf etc.. and rvr there, nothing else :)
About zerg. What tesq have mentioned.
I believe we have locked zones for 2 reasons.

1) Unless we bring back a system like "BOs give resources that rank your keep to 4 and then you get a ram", zones can be locked extremely fast. If we have people spread in two lakes, each realm will focus on one at a time, capture the BO's and take the keep in a few minutes. Take their flip and fly to the other zone. So basically, musical keeps all over again.

2) Population. Having everyone in one lake makes it easier to test RvR mechanics. Remember, we are all testers.
Last edited by Penril on Fri Sep 11, 2015 4:06 pm, edited 1 time in total.

User avatar
Tesq
Posts: 5713

Re: New RvR system vs Old RvR system Poll

Post#106 » Fri Sep 11, 2015 4:06 pm

Spoiler:
Azarael wrote:
Tesq wrote:As one another stated before to penril there is no sense when player need to balance the system, system should balance itself.
That is why I said that this being an MMO is such a major problem.

You got team balance problems in match-based games? You install a team balancer - we have a skill-factoring balancer up on our UT servers for this purpose. Those games don't balance themselves either if players are free to pick a side.

The closest analogue to forced balancing in this game? Locking players out of the RvR area to maintain population balance within. And if we did that, there would be riots.

You can't develop a system for WAR's type of RvR which will be innately invulnerable to realm imbalance issues. If the fundamental mechanic of RvR is a persistent world state which is designed to benefit the stronger realm (because you fight for area control), anything which empowers one realm is going to have an effect on that system by design.

If you treat RvR as a scenario with anytime enter/exit, no team balancing and a slightly different objective model, you can see very easily why the RvR system itself isn't the problem. If I were to instance RvR to 100v100, the complaints would stop overnight.

This is why I'm not going to put in another rework for RvR in the short term. I have zero faith whatsoever that anyone can come up with a system that addresses this issue without reintroducing merry-go-rounding, which is a solid red line for me.
you need a zone balancer hammer to hit ppl that zerg

you can:

1)vp for lock:

keep+ bo =80%
skirmish 20%

no skirmish no lock

skirmish vp get give based on aao:
outnumbering faction (recive a malus)
ounumbered faction (recive a bonus)

2)renow/influence/exp reduced by other faction aao.

3 zone open, mean ppl can spread and never make the outnumbering faction--> zerg!

This make outnumbering faction spread over 3 maps, while the outnumbered faction can choose where fight.

As for last:

3) lock timer system (1.3.8), lock after 20 min if you controll all.

You still make ppl able to push one zone zerg but they get less reward for do it. They will also never lock it if they zerg too much as ppl can spread and re-takes flags block lock for another 20 min ( you spread over 4 flags while they zerg 1 flag) and also force them to search for fight unless they wanna recive 0 renow by all flags cos there is no one there due to the malus connectd to the aao.

PPL need to be able to choose but the most rewardly way should be a balance or a hard fight rather than a easy one.
IF premade would REALLY look for test their gameplay they would support this type of system but they wont :/

this patch gone in the opposite direction you forced all ppl in 1 zone, and give 2x bonus to exp/renow so basically whatever they zerg or not they get even more renow, this is wrong

renow should be give the more the fight is hard and the less the fight is easy.

Always give 2x rewards it make no sense from my point of view.

And as i worte above there is no sense in want to lock t2-t3 when you dotn need it. IF renow dont work that's even worst.
Last edited by Tesq on Fri Sep 11, 2015 4:14 pm, edited 2 times in total.
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Razid1987
Posts: 1295

Re: New RvR system vs Old RvR system Poll

Post#107 » Fri Sep 11, 2015 4:08 pm

Dalgrimar wrote:I am not sure if this Razid guy is serious or trolling
It's pretty clear one of us are, at least.

turlututuhu
Posts: 256

RvR system

Post#108 » Fri Sep 11, 2015 4:09 pm

I just want to play in Warhammer world and don't be stuck in one rvr lack to see premade make the show under Zerg protection.
test monkey 062 (test failure... escaped)

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Razid1987
Posts: 1295

Re: New RvR system vs Old RvR system Poll

Post#109 » Fri Sep 11, 2015 4:12 pm

Penril wrote: But you are not being forced to ENTER the lake: You can stay out of the RvR lake if you want. If you freely decide to enter then you better be ready for a fight. Because that's what RvR lakes are: zones specifically designed for PvP combat.

Again, in case you still dont get it.

RvR lakes are an optional part of the game. No one will force you to enter there. If you want to explore the lake without a fight, you can go to a locked zone. But if you enter an RvR lake that is currently contested, you will certainly find enemies that will try to kill you there. You decide what to do, no one is forcing you to enter the lake. You can get to lvl 26 without ever doing PvP.
Saying something is optional in a game is like saying it's optional to play it: It's goes without saying.

But there's kinda only two things to do in this game that's RvR related: SCs or RvR lakes. If you don't want to do SCs and you want to RvR, you're kinda left with just one option.

Why are you explaining these obvious things? I have no idea what your point is. You can do what you want? Except if that one thing is doing serious, orginazed RvR when the enemy outnumber you 1:2 or more. Not everyone can pull the perfect bombsquad out of their arse at all times, that might or might not be cheating.
Last edited by Razid1987 on Fri Sep 11, 2015 4:13 pm, edited 1 time in total.

Penril
Posts: 4441

Re: New RvR system vs Old RvR system Poll

Post#110 » Fri Sep 11, 2015 4:13 pm

Tesq, are you really suggesting no skirmish=no lock?

Ok. "Hey guys we are getting zerged so badly by Destro! ok, next zone, let's avoid fighting. They won't be able to lock the zone and won't get any rewards. That will show them!!".

So basically, people who refuse to fight will be able to troll the entire enemy faction.

Also, Waithammer again? God...

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