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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

Grobbok
Posts: 420

Re: New RvR system vs Old RvR system Poll

Post#161 » Fri Sep 11, 2015 7:55 pm

for some day of new system, we go back to days before Dwarfs patch, all are in Olstalnd ad zerging, I dont know why ppl can't spreed around 2 zones, why they can't take keeps, It was so wrong?
taking keeps was so bad? maybe zergomax in ostland is better?
All dwarf rvr is empty, pity, pity, pity
for me it was very cool to play in BV and MM, it was nice.
I can't believe that you don't leave ppl on rvr alone.
If we need balance, Devs said NO, but lock of zome is OK, :(
lider of Da fat squigs guild

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Renork
Posts: 1208

Re: New RvR system vs Old RvR system Poll

Post#162 » Fri Sep 11, 2015 7:56 pm

Does it matter? People will whine regardless of what you do. It's impossible to please everyone.

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Razid1987
Posts: 1295

Re: New RvR system vs Old RvR system Poll

Post#163 » Fri Sep 11, 2015 7:59 pm

Renork wrote:Does it matter? People will whine regardless of what you do. It's impossible to please everyone.
That is sadly true, but you should try to please the biggest part of the crowd, however, if you ask me. I just think it's too early for people to realize the cons of the corrent system. Right now it's just new and exciting, so people don't see the full aspect.

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Azarael
Posts: 5332

Re: New RvR system vs Old RvR system Poll

Post#164 » Fri Sep 11, 2015 8:03 pm

No, you are precisely correct, and this is the point I've been trying to make for these thich headed elitists all day long. They are simply in denial. Avoid a force you cannot beat, and outmaneuvering them, wether you like it or not, IS STRATEGY.

The elitist will of course come up with degrading names, such as zonejumping and keep trading, to make it seem like it's a worse system, but it's really not. It's strategy.

Edit: And for those who don't know the defintion of strategy:
"Strategy is a high level plan to achieve one or more goals under conditions of uncertainty"
Souce: https://en.wikipedia.org/wiki/Strategy

If you call mindlessly trying to keep trying to attack the same zerg/group/force/whatever again and again, without succeeding for "high level plan" then you need to go back to school.
Let's put this to bed. Yes, it was a worse system. Why was it a worse system? Because it promotes avoiding fights in favour of reaping permanent rewards that you don't deserve from battlefield objectives and keeps.

My viewpoint is, and always will be, that if you're not PvPing you don't deserve the rewards. Any solution proposed which gives players an out to return to not PvPing to get rewards will be rejected.

Equally the current system is flawed. If one faction has overwhelming force, they'll be able to take a defended keep and keep on taking keeps after the unlock until they get bored. If the factions are relatively equal or slightly imbalanced, the game stalls on the keep attack, because of how hard and boring it is to try to push against a defended keep. Who knew that adding a tiny structure whose entire purpose is to give the defenders a massive advantage which can't be weakened over time would break a system?

"So change the locking mechanics!" they say. Even if I could believe that the intent of this was not so that factions could resume trading by attacking different zones and crushing any token resistance from the opposite realm in each one, there's another flaw here; no matter how many zones you have, you'll run into the exact same problem if the population is evenly split between each zone.

50% of one realm's players attacking 50% of the other realm's players => stall.
So each realm naturally devotes more players to the attack, until we reach the optimum strategy - devote all your resources to attacking one zone while the enemy takes the other.

turlututuhu
Posts: 256

RvR system

Post#165 » Fri Sep 11, 2015 8:04 pm

Isn't fun to make barrier control in a game.
Marshes of madness is dead... Why open it ?
All players are running arround Mandred's keep, it's mad.
Open the game don't lock it, don't make control on peoples.
test monkey 062 (test failure... escaped)

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Razid1987
Posts: 1295

Re: New RvR system vs Old RvR system Poll

Post#166 » Fri Sep 11, 2015 8:22 pm

Azarael wrote: Let's put this to bed. Yes, it was a worse system. Why was it a worse system? Because it promotes avoiding fights in favour of reaping permanent rewards that you don't deserve from battlefield objectives and keeps.
I don't see how continue to fight a losing battle is any better. And how can you say they don't deserve it? They are taking the only RvR objectives that are available to them. It's not their fault that the number of player defending those BOs are zero. That's the defender's fault, not the attackers. But it's the attackers that lose as the underdog with the new system. If those BOs were defended, even by a single player, you would be perfectly fine with the old system. Even though it wouldn't practiacally make any difference.
Azarael wrote: My viewpoint is, and always will be, that if you're not PvPing you don't deserve the rewards. Any solution proposed which gives players an out to return to not PvPing to get rewards will be rejected.
I see taking BOs, whether they are defended by players or not, as PvP. I guess that's fundamentally where we disagree. If going into a RvR-lake and taking objectives isn't PvP or at least promoting it, then I don't know what is.
Azarael wrote: Equally the current system is flawed. If one faction has overwhelming force, they'll be able to take a defended keep and keep on taking keeps after the unlock until they get bored. If the factions are relatively equal or slightly imbalanced, the game stalls on the keep attack, because of how hard and boring it is to try to push against a defended keep. Who knew that adding a tiny structure whose entire purpose is to give the defenders a massive advantage which can't be weakened over time would break a system?
It's not only that, but the unfortunate downside to the new system is that it encourages xrealming even more. A lot of people will just simply log off, and those who continue to fight are the real losers. The players that, by intent of this new system, should be awarded. They are not.

Grobbok
Posts: 420

Re: RvR system

Post#167 » Fri Sep 11, 2015 8:26 pm

turlututuhu wrote:Isn't fun to make barrier control in a game.
Marshes of madness is dead... Why open it ?
All players are running arround Mandred's keep, it's mad.
Open the game don't lock it, don't make control on peoples.
True!
Don't take away rvr in other zones.
lider of Da fat squigs guild

Ossos
Banned
Posts: 138

Re: New RvR system vs Old RvR system Poll

Post#168 » Fri Sep 11, 2015 8:29 pm

Im not surprised with this x-realm ****, ppl was "educated" to farm enraged souls for the best gear, after they learn to farm gors for the best gear, now they wana farm keeps for they same.

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Nameless
Posts: 1422

Re: New RvR system vs Old RvR system Poll

Post#169 » Fri Sep 11, 2015 8:29 pm

give bigger meaning of BOs. Even bring alternative method of locking zone beside the aoe fest at keeps. For example holding 4 BOs for 30 mins that way you give secondary method and enough iniciative to spread around and make more equal non aoe fest fights...
Mostly harmless

K8P & Norn - guild Orz

Grobbok
Posts: 420

Re: New RvR system vs Old RvR system Poll

Post#170 » Fri Sep 11, 2015 8:33 pm

Azarael wrote:
My viewpoint is, and always will be, that if you're not PvPing you don't deserve the rewards. Any solution proposed which gives players an out to return to not PvPing to get rewards will be rejected.
Why you want create that game in the way you want it? Why you change it? Why it can't be as old warhammer, with old rules?
Why we again must fight in 1 zone?
Leave game as it was. 26lv, rvr only drop rare items, and now zone lock? For who it was added?
lider of Da fat squigs guild

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