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Official T2 RvR Solution Discussion Thread

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dkabib
Posts: 408

Re: Official T2 RvR Solution Discussion Thread

Post#181 » Thu Sep 17, 2015 6:22 pm

Tklees wrote:Ok I have an idea. Idk if anyone has said it since I stopped reading at page 13 when I got the idea. The idea of this problem is people are pveing to get the best gear sets. Let's remove coin drops from keep takes and add a quest for each side that gives say 10 meds per 100 kills. This let's people who prefer scs to work on gear sets as well as RvR. And it removes the currency reward from the pveing. Then all people get from the pveing of keeps is the exp and renown which in a low cap fame is useless. Gear is what is driving the issue. Aza thoughts?
I can see this solving the Token problem. Not the RvR issue, but the tokens one.
Still think that the #players to kill per token should go a little higher than that.
Vanhorts

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Vdova
Posts: 555

Re: Official T2 RvR Solution Discussion Thread

Post#182 » Thu Sep 17, 2015 6:28 pm

I am writing the same as before, but here we go:

1) X-realming lock. 8-X hours lock between switching sides.

+ No sides switching every single minute when one of the realm take a minimum edge against other realm

- Some player says, that X-realming help to balance server population. WRONG. Minimum players switching to underdog side to help it. Maximum players switching winning team to just leech.

2) increase drop rate of medailons(for rvr sets) from players in RvR and from SCENARIOS. Leave it 1 or 2 medailons to underdog even if they lose the zone.

+ keep zerging will be less popular

- I dont know. Santa claus?

3) Implement AAO for underdog.

+ motivation for underdog realm

- more premades in the lakes

4) make more zones opened at once.

+ split the zerg

- can lead to keep "trading"

And please keep in mind, that there is no tool to keep ideal 50% v 50% population. THere always be smaller or bigger imbalance depends on day time.
Dont wipe great patches, because one side has 70% vs 30% for 20 hours, because other night it can be 30% vs 70% ;)
Vdova - Witch elf princess of suffer and despair

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LinkinGarviel
Posts: 52

Re: Official T2 RvR Solution Discussion Thread

Post#183 » Thu Sep 17, 2015 6:35 pm

I love your idea vdova, think is best way to do
Player of Escouade Garviel / Team Psy as Bright Wizard

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Mez
Posts: 730

Re: Official T2 RvR Solution Discussion Thread

Post#184 » Thu Sep 17, 2015 6:49 pm

Uh, u guys realize with lockouts zerglongs can still switch to the dominant side. Lock out timers only hurt groups like me, grulo, Tklees, and the dozen other groups who thrive off target friendly environments
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

Tiggo
Former Staff
Posts: 1948

Re: Official T2 RvR Solution Discussion Thread

Post#185 » Thu Sep 17, 2015 6:59 pm

dont you understand? currently devs cant lockout anyone.
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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Mez
Posts: 730

Re: Official T2 RvR Solution Discussion Thread

Post#186 » Thu Sep 17, 2015 7:03 pm

Yeah, but, I will still forum pvp over it.
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

Younger
Posts: 15

Re: Official T2 RvR Solution Discussion Thread

Post#187 » Thu Sep 17, 2015 7:07 pm

music, motor drive many people especially the creators of this game. And here sonorous image of this when Destro wipes and it always be like that

https://soundcloud.com/apocalypsee/dest ... -the-sound
dont be scare
;]

steelfaith
Posts: 6

Re: Official T2 RvR Solution Discussion Thread

Post#188 » Thu Sep 17, 2015 7:24 pm

My thoughts are open zone 1 for pvp. Allow only a marginal difference in side population and cap it around 300 per side. Once the caps are met open the next zone and allow it to evenly build to its cap. When a zone is captured give a reward that is about 60/40 to the winner /loser.

This way if there are 300 destro i might jump on my order character to balance the fight and get my 40% reward. Im much more likely to hop on the underdog side.

If you try to defeat xrealming you might kill part of the fun of the game.

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dkabib
Posts: 408

Re: Official T2 RvR Solution Discussion Thread

Post#189 » Thu Sep 17, 2015 7:27 pm

steelfaith wrote:My thoughts are open zone 1 for pvp. Allow only a marginal difference in side population and cap it around 300 per side. Once the caps are met open the next zone and allow it to evenly build to its cap. When a zone is captured give a reward that is about 60/40 to the winner /loser.

This way if there are 300 destro i might jump on my order character to balance the fight and get my 40% reward. Im much more likely to hop on the underdog side.

If you try to defeat xrealming you might kill part of the fun of the game.
I can easily see the underdog side staying outside of Warcamp just to get the Lock reward and not fighting.
Vanhorts

steelfaith
Posts: 6

Re: Official T2 RvR Solution Discussion Thread

Post#190 » Thu Sep 17, 2015 7:44 pm

They may just stand in the camp but they would get better rewards if they nipped at the larger zerg with armor drops and renown for killing players. No one wants to just stand there...they are doing it because they are so outnumbered they cant get a single kill.

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