Official T2 RvR Solution Discussion Thread
Re: Official T2 RvR Solution Discussion Thread
Not a single solution in this thread so far.
Dying is no option.
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Re: Official T2 RvR Solution Discussion Thread
1.3.8 domination locks (without pre 1.2 VP lock)
We had that for 2 years and it worked. Fun as hell and the brilliance of the system was the stronger side (attacker) needed to defend entire zone (all BOs and Keeps) for 2 hours to get a lock
Slower so no chain locking or snowball zerg
Underdogs could go for the weak spot
Guerilla warfare was very successful of starving zergs to death
Multiple zones open so both realms defended and attacked
Locking was a realm effort that in turn created realm pride
EPIC BO RvR
Instead of guessing use what is working
We had that for 2 years and it worked. Fun as hell and the brilliance of the system was the stronger side (attacker) needed to defend entire zone (all BOs and Keeps) for 2 hours to get a lock
Slower so no chain locking or snowball zerg
Underdogs could go for the weak spot
Guerilla warfare was very successful of starving zergs to death
Multiple zones open so both realms defended and attacked
Locking was a realm effort that in turn created realm pride
EPIC BO RvR
Instead of guessing use what is working
Last edited by Bozzax on Fri Sep 18, 2015 11:30 am, edited 4 times in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: Official T2 RvR Solution Discussion Thread
IMHO best would be to combine things.there should be a 300 kill quest for 15 medalions (counts in all rvr lake zones for the right tier), why 300 ? because that way you dont have to run and turn it in everytime you push and attack/defend a objective/keep.
furthermore (this will be probably harder to code, i dont know tbh)
increase the keep range to atleast twice or tripple as big as it is right now and make a 7% droprate for a medalion for attackers AND defenders in range. this will encourage actually fighting ppl at keep/objective range. as ppl already suggested it, and i think its a great idea, all kills made by the attackers / defenders should reward once the keep is been taken/defended succesfully. for exampel attackers kill 100 ppl (decend defended keep with ppl also outside to snap in keep range its not a big number for a defended keep) they should upon taking the keep atleast get a medalion ratio of 1 per 10 kills. the defenders should have a ratio of 15:1 given by the def tick.
I also think that undefended keeps should give 1 or maybe 2 medalion for our cycle door warriors, let them have it, sometimes there aren´t that many ppl in the lake and if they wannt spend hours and hammer doors for a slight reward, who cares ? BTW zone locks should NOT give any medalions since ppl can afk in warcamp and leech medalions that way (infl/renown/xp should be enough given for free).
lets summerise:
1. we have a 7% droprate for a medalion at keep/objective range which encourage ppl to attack/defend objectives and keeps.
2. we have a ratio of 1 per 10 kills at keep for attackers if succefully taken the keep
3. we have a ratio of 1 per 15 kills at keep for defenders if succesfully defended
4. we have a quest which guarantees 15 medalions after 300 kills in any tier2 lake (but is by far not the main way and fastest to obtain medalions)
5. we have 1 or 2 medalions for the doorhammer warriors if there is no action in the lake
6. you might have forgoten but there is atm a small % chance of getting a medalion this will remain that way outside keep/objective range and reward ppl for roaming around (the chance tho could be just a little bit greater)
7. the current system with door been able only attacked when you have the objective remains and it is less code work to do (the lockout timers are okay aswell i guess?)
8. the whole system encourage ppl to defend/attack keeps since both gain random drops in keep/objective range with a good percentage of 7% and a big reward upon succesfull take/defend (if well defended).
9. sometimes when ppl fail to take a keep they "give up" since they didnt earn anything, this will be less now since they will earn medalions duo to the great random droprate in the range of objectives/keeps and with the kill quest available they will be happy to have defenders! also the proud of a REALM by succesfully taken a well defended keep with the big reward will be a huge moral boost to a faction.
edit: if this means we get too fast too many medalions, simple solution increase the amount needed for obtaining the set. (this can be adjusted after testing it)
furthermore (this will be probably harder to code, i dont know tbh)
increase the keep range to atleast twice or tripple as big as it is right now and make a 7% droprate for a medalion for attackers AND defenders in range. this will encourage actually fighting ppl at keep/objective range. as ppl already suggested it, and i think its a great idea, all kills made by the attackers / defenders should reward once the keep is been taken/defended succesfully. for exampel attackers kill 100 ppl (decend defended keep with ppl also outside to snap in keep range its not a big number for a defended keep) they should upon taking the keep atleast get a medalion ratio of 1 per 10 kills. the defenders should have a ratio of 15:1 given by the def tick.
I also think that undefended keeps should give 1 or maybe 2 medalion for our cycle door warriors, let them have it, sometimes there aren´t that many ppl in the lake and if they wannt spend hours and hammer doors for a slight reward, who cares ? BTW zone locks should NOT give any medalions since ppl can afk in warcamp and leech medalions that way (infl/renown/xp should be enough given for free).
lets summerise:
1. we have a 7% droprate for a medalion at keep/objective range which encourage ppl to attack/defend objectives and keeps.
2. we have a ratio of 1 per 10 kills at keep for attackers if succefully taken the keep
3. we have a ratio of 1 per 15 kills at keep for defenders if succesfully defended
4. we have a quest which guarantees 15 medalions after 300 kills in any tier2 lake (but is by far not the main way and fastest to obtain medalions)
5. we have 1 or 2 medalions for the doorhammer warriors if there is no action in the lake
6. you might have forgoten but there is atm a small % chance of getting a medalion this will remain that way outside keep/objective range and reward ppl for roaming around (the chance tho could be just a little bit greater)
7. the current system with door been able only attacked when you have the objective remains and it is less code work to do (the lockout timers are okay aswell i guess?)
8. the whole system encourage ppl to defend/attack keeps since both gain random drops in keep/objective range with a good percentage of 7% and a big reward upon succesfull take/defend (if well defended).
9. sometimes when ppl fail to take a keep they "give up" since they didnt earn anything, this will be less now since they will earn medalions duo to the great random droprate in the range of objectives/keeps and with the kill quest available they will be happy to have defenders! also the proud of a REALM by succesfully taken a well defended keep with the big reward will be a huge moral boost to a faction.
edit: if this means we get too fast too many medalions, simple solution increase the amount needed for obtaining the set. (this can be adjusted after testing it)
Last edited by Joies on Fri Sep 18, 2015 8:25 am, edited 2 times in total.
- pacman2k22
- Posts: 25
Re: Official T2 RvR Solution Discussion Thread
The key to a solution is to make defense more lucrative then offense, without restricting the ability for small groups to move and throw zergs on tilt.
To do this, I think the ideas behind the current system are a close shot to what we need, with a few alterations. (Ive posted this before but I feel it is quite considerate of all play styles)
1) Unlock all zones in a tier, but monitor the travel time required for groups to respond to an objective take in another pairing. 5 Minutes seems enough for this, without being 'too' unreasonable to wait. Later tiers it will be even more reasonable.
2) reduce objective take rewards, while increasing zone control rewards. The objective shouldnt be to farm renown, but it is the appropriate reward. I feel like this structure will urge people to hold what they already have, and plan strategically which is best to take. Mobile defense groups will be required, and also possible with a smaller groups. In turn, it will also help with under populated realms being able to still feel effective and gain some reward for playing. In combination with more land coverage from #1, itll slow the battle down, while still attracting players to each other.
3) I second the idea for a repeatable medalion quest. I feel like this would solve the issue and not force it to be as dependent on population. While also useful to both SC and oRvR players.
Really it's 3 simple points that wouldnt change up what's already been done by much, and grant the thing the game really needs: balance.
To do this, I think the ideas behind the current system are a close shot to what we need, with a few alterations. (Ive posted this before but I feel it is quite considerate of all play styles)
1) Unlock all zones in a tier, but monitor the travel time required for groups to respond to an objective take in another pairing. 5 Minutes seems enough for this, without being 'too' unreasonable to wait. Later tiers it will be even more reasonable.
2) reduce objective take rewards, while increasing zone control rewards. The objective shouldnt be to farm renown, but it is the appropriate reward. I feel like this structure will urge people to hold what they already have, and plan strategically which is best to take. Mobile defense groups will be required, and also possible with a smaller groups. In turn, it will also help with under populated realms being able to still feel effective and gain some reward for playing. In combination with more land coverage from #1, itll slow the battle down, while still attracting players to each other.
3) I second the idea for a repeatable medalion quest. I feel like this would solve the issue and not force it to be as dependent on population. While also useful to both SC and oRvR players.
Really it's 3 simple points that wouldnt change up what's already been done by much, and grant the thing the game really needs: balance.
Ashof - Shaman ^_^
Re: Official T2 RvR Solution Discussion Thread
It is so easy to exploit all those ideas you can read here if the suggestions itself don't have major flaws.
Dying is no option.
Re: Official T2 RvR Solution Discussion Thread
Sulorie wrote:It is so easy to exploit all those ideas you can read here if the suggestions itself don't have major flaws.
if you go that far, you must not give any rewards. because its always possible a multiboxer makes 2 accounts and just autokills himself all the time.
speaking of that, there should be a diminishing return on kills, there was a formula on live too afaik, so repeatedly killing the same person gave less and less rewards.
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)
- Smooshie (Destro)
Re: Official T2 RvR Solution Discussion Thread
the most valuable thing a player has is TIME now attached a reward for spending time in a faction/guild i think this will help some Think about it!
Last edited by jbrutal on Fri Sep 18, 2015 11:33 am, edited 1 time in total.
IB WORSE TANK https://clips.twitch.tv/PreciousAcceptableHumanArgieB8
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Re: Official T2 RvR Solution Discussion Thread
There is one.Tiggo wrote:speaking of that, there should be a diminishing return on kills, there was a formula on live too afaik, so repeatedly killing the same person gave less and less rewards.



Re: Official T2 RvR Solution Discussion Thread
Joies comment about tying rewards to quests is a good one.
1. kill quest (orvr and scs)
2. capture bo quest
3. take keep quest.
the rewards could be +/- to be appropriate to the effort.
To add onto the thought:
- remove INF and medallions as global rewards. tie them to quests only.
- move INF rewards to a general list. not tied to pairing anymore. from RR 0 to RR 11 the player needs to gain 10k INF. that's about 1K per RR rank. tier the quests to make this possible.
- grant bonus RR and XP for kills counting toward quest complete.
- change Tiers to look at RR, not CR. locking out at the chart below:
Tier 1. RR11
Tier 2. RR22
Tier 3. RR33 (when it's live).
Tier 4. RR999
So a Tier 1 player gets Tier 1 quests for kill, bo. the BO quest becomes useless once they hit RR11. the kill quests persist across Tiers.
This allows players to continue to collect medallions in T2 for T1 gear they may not of gotten. and on down the road.
remove the global lock rewards completely. tie them to quests exclusively. keep the one pairing open at a time to funnel the playerbase.
1. kill quest (orvr and scs)
2. capture bo quest
3. take keep quest.
the rewards could be +/- to be appropriate to the effort.
To add onto the thought:
- remove INF and medallions as global rewards. tie them to quests only.
- move INF rewards to a general list. not tied to pairing anymore. from RR 0 to RR 11 the player needs to gain 10k INF. that's about 1K per RR rank. tier the quests to make this possible.
- grant bonus RR and XP for kills counting toward quest complete.
- change Tiers to look at RR, not CR. locking out at the chart below:
Tier 1. RR11
Tier 2. RR22
Tier 3. RR33 (when it's live).
Tier 4. RR999
So a Tier 1 player gets Tier 1 quests for kill, bo. the BO quest becomes useless once they hit RR11. the kill quests persist across Tiers.
This allows players to continue to collect medallions in T2 for T1 gear they may not of gotten. and on down the road.
remove the global lock rewards completely. tie them to quests exclusively. keep the one pairing open at a time to funnel the playerbase.
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