Recent Topics

Ads

ORvR Changes Suggestion

Chat about everything else - ask questions, share stories, or just hang out.
User avatar
Luuca
Posts: 1204

ORvR Changes Suggestion

Post#1 » Thu Sep 17, 2015 6:41 pm

ORvR Suggestion: Kill Players for Gain (KPFG)

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
Keeps and BOs are now modifiers to rewards for Killing Players
  • Think of them as buffs you have to capture.
    These BO and Keep Buffs are cumulative within the zone.
Battle Objectives(BOs)
♦ 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
♦ Having both BOs in a zone doubles the X% Increase (i above) for the faction that holds both the BOs

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.
♦ Taking a Defended Keep will result in the following
  • 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.
♦ Taking an Undefended Keep will result in the following
  • Usual INF and Renown rewards
Other Keep Benefits
♦ 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
Crafting
  • 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
♦ Scenarios joined from a Zone wherein your faction holds a keep
  • Winning Faction’s SC Appropriate Medallions Reward is Doubled
Resources
♦ 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
Defending Keeps
♦ 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
Under the KPFG system, the focus will shift towards killing of opposing faction players for Tier Appropriate Medallions, Influence, Renown, Gear. In order to have the best possible chance for all these things, players will have to take and hold BOs and Keeps for the Percent Increase Chance(s) for those items to drop/occur. Are the Keeps the main source of Tier Appropriate Medallions? No. Are you rewarded for taking Defended keeps and for Taking Keeps? Yes – in many ways. Are the SC fans still able to increase their rate of gain by helping out in ORVR? Yes.

Thoughts?

Ads
User avatar
Tesq
Posts: 5713

Re: ORvR Changes Suggestion

Post#2 » Thu Sep 17, 2015 7:16 pm

sy but this only encourage only a big zerg that move and take 1 zone while the other get the other one and for last, all end in a big zerg vs big zerg in the last zone.
Also buffand rewards even you are outnumbering the other realm mean ppl will re-roll the winning side.

There are nice ideas indeed but there is no real anti zerg system. It will be the same as this one with just more rewards.
Image

User avatar
Mez
Posts: 730

Re: ORvR Changes Suggestion

Post#3 » Thu Sep 17, 2015 7:27 pm

Luuca wrote:ORvR Suggestion: Kill Players for Gain (KPFG)

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…?
Image

People need something to run to. This camping idea is not fun. We are talking about people who want to do something in the game that doesn't necessarily mean pvping a whole ton. The zerg will just camp and hold 1 zone. If underdog manages a lock of their own, cool, but it is total isolation from each other. Intended. The old rvr system there was un-intended pvp that went down, so at least there was that.

The BO buffs have been done in other games to encourage small scale. I don't think people will give a crap except the occasional RvR driver. It's not enough to warrant change.

Your keep definitions stop nothing and encourage nothing, except maybe not defending as means of punishment in a losing side's mind. The keep defense notes are good, it's the kind of changes needed.

In conclusion, you write, "in an attempt to change the dynamic from Realm versus Environment (RvE) to a more Killing Players" However this is very essence of what the New RvR system was created for, and it doesn't work. You can't change or force RvR paradigm completely from one extreme to another.

The reason the old system is the best so far, is because, yes, there is keep swapping, but as players logged in, they had some place to go. Eventually 1 realm gains enough strength to maybe defend, or make a stand, or possibly even seek and attack. But all those options do not come under the gun of the developers or RvR mechanics, it comes under warband confidence; Which has much to do about leadership, and possibly guilds helping. You know a few key players log on, and all of a sudden your 3 groups is now a warband featuring a geared out 5 man premade who's key healer and tank are now on, and everyone is hungry for blood.

That's why in the old system, you had avoidance for an hour, maybe two, but you WILL get that epic battle at Mandreds if you wait long enough. People get ancy taking empty keeps and standing at BO's, and eventually they speak up in /wb and let their leaders know it. That is on the player to create, not us.
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

User avatar
Azuzu
Posts: 551

Re: ORvR Changes Suggestion

Post#4 » Thu Sep 17, 2015 8:25 pm

I like some of your ideas, not to be rude, but you know there is a sticky post dedicated to just the type of things you posted.

I do understand the want to create a separate post for more people to see your ideas specifically and it does seem like you put a lot of effort into it. :)

I'd love to hear your thoughts and opinion on my idea the help fix RvR posted here: http://www.returnofreckoning.com/forum/ ... 120#p67576

Let me know that you think
Suzu

Twitch: Watch The Big Ole Critties!

Suzu's UI: My UI

User avatar
Luuca
Posts: 1204

Re: ORvR Changes Suggestion

Post#5 » Thu Sep 17, 2015 8:46 pm

Mez wrote:People need something to run to. This camping idea is not fun. We are talking about people who want to do something in the game that doesn't necessarily mean pvping a whole ton. The zerg will just camp and hold 1 zone. If underdog manages a lock of their own, cool, but it is total isolation from each other. Intended. The old rvr system there was un-intended pvp that went down, so at least there was that.
While I see your point, once they have all the BOs and Keep in a zone, if there's no enemy players to kill, players under this system aren't going to be getting any renown, inf, or Medals. IT would be a huge waste of time (if your objective was to get medals for gear) to sit at a BO/Keep and wait. Wouldn't it make more sense to go find the enemy and take their stuff? If defending gives one medal if you meet the defense criteria, it would make sense to try to defend, but waiting to defend isn't going to net you anything at all.
Mez wrote:The BO buffs have been done in other games to encourage small scale. I don't think people will give a crap except the occasional RvR driver. It's not enough to warrant change.
That's the point. You state that it takes an individual or group below. The Buffs encourage those who are serious in small scale to at least help guide the warbands of casuals. The buff was left blank, but imagine if holding both BOs and the Keep meant that on top of the 5% chance fro a player to drop a Soldiers medallion, you added on another 20% (25% total chance) 1 in 4 kills nets a chance for a Medallion. I'd work for those odds. If a zone locks, move to the next. If the opposition is trying to lock a zone, go take BOs and fight it out with them. It's the only shot you have (killing players) of getting enough Medallions to buy anything worthwhile.

Your keep definitions stop nothing and encourage nothing, except maybe not defending as means of punishment in a losing side's mind. The keep defense notes are good, it's the kind of changes needed.
Mez wrote:In conclusion, you write, "in an attempt to change the dynamic from Realm versus Environment (RvE) to a more Killing Players" However this is very essence of what the New RvR system was created for, and it doesn't work. You can't change or force RvR paradigm completely from one extreme to another.


It doesn't work because you get 5 medals for killing Keep lords and sometimes maybe kinda sorta you get maybe 1 or 2 for killing players. Under this system, taking a keep or defending a keep nets you one+? medallion; however, holding a keep gets you other benefits that help overall somewhat.
Mez wrote:The reason the old system is the best so far, is because, yes, there is keep swapping, but as players logged in, they had some place to go. Eventually 1 realm gains enough strength to maybe defend, or make a stand, or possibly even seek and attack. But all those options do not come under the gun of the developers or RvR mechanics, it comes under warband confidence; Which has much to do about leadership, and possibly guilds helping. You know a few key players log on, and all of a sudden your 3 groups is now a warband featuring a geared out 5 man premade who's key healer and tank are now on, and everyone is hungry for blood.

That's why in the old system, you had avoidance for an hour, maybe two, but you WILL get that epic battle at Mandreds if you wait long enough. People get ancy taking empty keeps and standing at BO's, and eventually they speak up in /wb and let their leaders know it. That is on the player to create, not us.
This is exactly my point. The players who care enough about RvR to actually form a group, coordinate strats, classes and abilities, are those leaders WE need in ORVR. If you gave the, for lack of a better term, "hardcore" RvR players a way to increase their chances to gain SC medallions and Soldier's Medallions do you think that they will refuse to get their faction organized enough to get those battle points for the buff? This incentive places the opportunity for gain directly in the hands of the player, not in the hands of the Keep Lord. You are right that WE need players to step up and call the shots. get groups/wbs organized to accomplish goals. Is taking a Keep mandatory? nope. But does it help? yes.

I guess what I'm saying is the benefits are universal enough for both factions that the active rvr players will want them. When the active guys want something, they go get it. If getting it means helping organize and direct the herds, ya, they will do that IMO>

User avatar
Luuca
Posts: 1204

Re: ORvR Changes Suggestion

Post#6 » Thu Sep 17, 2015 9:10 pm

Azuzu wrote:I like some of your ideas, not to be rude, but you know there is a sticky post dedicated to just the type of things you posted.

I do understand the want to create a separate post for more people to see your ideas specifically and it does seem like you put a lot of effort into it. :)

I'd love to hear your thoughts and opinion on my idea the help fix RvR posted here: http://www.returnofreckoning.com/forum/ ... 120#p67576

Let me know that you think
That "Official Thread" started out as a bitch fest, so I avoided it.

Effort schmeffort - I just didn't want to be part of the he said/she said BS

I replied to your post. We are like minded. Good post.

User avatar
Mez
Posts: 730

Re: ORvR Changes Suggestion

Post#7 » Thu Sep 17, 2015 10:43 pm

I see what you are saying and I hear joo. I believe that the system somewhat relies on premades to carry to banner, however if they are tied up in scenarios, you have a wrecked realm being farmed at the warcamp. You wan to try and lure them out with promise of medallions, but it won't be enough. The underdog faction won't sneak out into the lakes via PvE or other methods to try and sneak back a BO here or there.

The incentive to kill just isn't enough because Mythic made War's zones way too small, and any fight has the promise of a zerg timer, where you need to kill and move on. Non-premades don't or won't have the ability to kill, mount and continue as if minute men in the Revolutionary War fighting the red coats. - This is somewhat the issue with the New 1-zone RvR system as well. The new system forces the realm into a keep to defend, most likely in hopeless fashion. This is actually entirely the RvR issue at the moment. The devs should note it's been heavily tested over the last week and hasn't worked as intended.
Last edited by Mez on Thu Sep 17, 2015 10:46 pm, edited 1 time in total.
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

User avatar
Luuca
Posts: 1204

Re: ORvR Changes Suggestion

Post#8 » Thu Sep 17, 2015 10:45 pm

Mez wrote:I see what you are saying and I hear joo. I believe that the system somewhat relies on premades to carry to banner, however if they are tied up in scenarios, you have a wrecked realm being farmed at the warcamp. You wan to try and lure them out with promise of medallions, but it won't be enough. The underdog faction won't sneak out into the lakes via PvE or other methods to try and sneak back a BO here or there.

The incentive to kill just isn't enough because Mythic made War's zones way too small, and any fight has the promise of a zerg timer, where you need to kill and move on. Non-premades don't or won't have the ability to kill, mount and continue as if minute men in the Revolutionary War fighting the red coats.
Ya. Point taken.

How about we simply put a scoreboard for damage and kills in ORVR? That'll pull a lot of the premades out of SCs.. ;)

Ads
User avatar
Mez
Posts: 730

Re: ORvR Changes Suggestion

Post#9 » Thu Sep 17, 2015 10:47 pm

Ya, its called Enemy :) And it is Srs Bizness !
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

User avatar
Mez
Posts: 730

Re: ORvR Changes Suggestion

Post#10 » Thu Sep 17, 2015 10:48 pm

Most of the good RvR is 1 premade messing with a zerg and next thing you know your underdog realm comes out of nowhere and flanks the fight. I just think the old system created tons more PvP, it just wasn't 100% CONSTANT PVP ZOMG LOVE IT. <<-- that isn't reality
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

Who is online

Users browsing this forum: No registered users and 10 guests