In this post, I will suggest some changes to ORvR in an attempt to change the dynamic from Realm versus Environment (RvE) to a more Killing Players for Gain System (KPFG). I have left many of the percent increases blank as I think these ideas are good, but need a lot of testing and processing to get them right. Here goes nothing…
Zone Locks
- Zone Locks Occur when one faction Takes and holds the BOs and Keep in a Zone for longer than 30 minutes.
Two Zones can be locked simultaneously
Once Two Zones are locked, If the third zone qualifies for lock, the zone with the shortest timer unlocks
Zones will also unlock after 1 Hour
- Think of them as buffs you have to capture.
These BO and Keep Buffs are cumulative within the zone.
♦ Capturing 1 BO in a zone adds X% increase to the following areas from killing players
- Renown
Experience
Drop rates for Tier Appropriate Medallions in ORVR
Drop rates for SC Medallions while in Scenarios Joined from the zone in which the BO is held.
Drop Rates for Gear/Weapons off of players only
Keeps
Definitions:
- DEFENDED KEEP wrote:A Defended Keep is defined as a Keep with X or more opposing faction player kills within the designated Keep Area immediately preceding 5 minutes of the Keep Lords death.
- UNDEFENDED KEEP wrote:An Undefended Keep is defined as a Keep with less than X or more opposing faction player kills within the designated Keep Area immediately preceding 5 minutes of the Keep Lord's death.
- Usual INF and Renown rewards
X Tier Appropriate Medallion(s) for each Taking faction member within the designated Keep Area (Alive or Dead) at the time the Keep Lord Dies.
- Usual INF and Renown rewards
♦ Capturing and holding a Keep in a zone adds X% increase (equal to holding both BOs in a zone) to the following areas from killing players
- Renown
Experience
Drop rates for Tier Appropriate Medallions in ORVR
Drop rates for SC Medallions while in Scenarios Joined from the zone in which the BO is held.
Drop Rates for Gear/Weapons off of players only
Holding a Keep also provides the following benefit for that faction within the zone
- Percent chance to Crit while Crafting is increased by X% while crafting in the zone
Percent chance to Salvage successfully is increased by X% while Salvaging in the Zone
♦ Scenarios joined from a Zone wherein your faction holds a keep
- Winning Faction’s SC Appropriate Medallions Reward is Doubled
♦ Pricing on The following items will be reduced in price by X% for members of the Keep holding faction within the zone
- Purchasable Crafting Materials
Purchasable Renown Gear and Weapons
Respeccing Fees
♦ Since Defending is almost always easier than attacking; Along with the RR, XP, INF, Drop Rate, and ancillary benefits that come with holding a keep under this new system, the following benefits will accompany players actively defending Keeps
♦ Within the designated Area of the Keep, Owning faction players will receive the following for defending
- Keep defenses that last over 15 minutes from the time the door is down until the Lord is killed and result in X amount of opposing faction player kills within that time frame will reward all defending faction players within the designated area of the Keep being taken with one Tier Appropriate Medallion.
Successful Keep defenses, wherein the doors are down and respawn without the Keep Lord dying, will also reward one Tier Appropriate Medallion
Thoughts?