This. Scenarios always were the best part of the game for me, so "guarding the mailbox" was my main occupation on live, and it is here in RoR. Due to some reasons i left before 1.4.8, therefore i've not seen the unified currency system on live. If some kind would be implemented here and players would be given the opportunity to get everything they need (weapons, armor sets, etc) from doing what they like, be it RVR or scs, without forcing them to do what they don't like, everyone will have more fun, IMHO.Sulorie wrote:People who like sc do sc. How many ppl guard the mailbox instead of doing rvr? Ppl did sc on live, while we had unified currency. It was consensus on the bioware boards that it was an improvement.
Official T2 RvR Solution Discussion Thread
Re: Official T2 RvR Solution Discussion Thread
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Re: Official T2 RvR Solution Discussion Thread
unifined system didn't really exist, you could from the beginning change lower in upper med/embl , when they just make 1 currency but still leave crest for sc the system was even WORST cos the price for weapons sc was increased to keep ppl longer in game. And still you need to do crests , so you were still forced to do sc.
Last edited by Tesq on Wed Sep 23, 2015 11:41 pm, edited 1 time in total.

Re: Official T2 RvR Solution Discussion Thread
I don't get what you mean. SC weapons needed only war crests = unified currency. Higher tier weapons cost more as it takes more time to get the rank to use them.
We were able to earn crests in rvr and sc. 1 crest for one won sc would be a wrong rate ofc.
At a rate of 1 crest per 100 points you need minimum 180 sc for the rr75 sc weapons. Should be a fair amount of time, when you consider that you start to gather then at rr65, when taking all previous sc weapons as well.
We were able to earn crests in rvr and sc. 1 crest for one won sc would be a wrong rate ofc.
At a rate of 1 crest per 100 points you need minimum 180 sc for the rr75 sc weapons. Should be a fair amount of time, when you consider that you start to gather then at rr65, when taking all previous sc weapons as well.
Dying is no option.
Re: Official T2 RvR Solution Discussion Thread
My opinion
- Due to the absence of T3 the open is not possible between level 12 - 21. The différence in level is a big problem.
- The time to cap a BO is to long. In 5 minute u have the time to cross the map so a big wb can stop the tag of a group without split.
- The time cap of BOs is to long. I think we need to decrease them at 5 or 3 minute.
This to make more activity on all the map.
To finish, I think a major part of people connect in winner realm. So if destruction win they log out order to go destru and opposite. The problem of level force this aspect, because when u can't do anything, just leveling is better to go in the winner part to make level. So put a timer of 3H to switch realm
- Due to the absence of T3 the open is not possible between level 12 - 21. The différence in level is a big problem.
- The time to cap a BO is to long. In 5 minute u have the time to cross the map so a big wb can stop the tag of a group without split.
- The time cap of BOs is to long. I think we need to decrease them at 5 or 3 minute.
This to make more activity on all the map.
To finish, I think a major part of people connect in winner realm. So if destruction win they log out order to go destru and opposite. The problem of level force this aspect, because when u can't do anything, just leveling is better to go in the winner part to make level. So put a timer of 3H to switch realm
Re: Official T2 RvR Solution Discussion Thread
Putting a timer and another solution that constricts players outside of the game are terrible solution when you don't consider the big picture
If you want people to stick to their faction make ingame incentives
If you want people to stick to their faction make ingame incentives

Re: Official T2 RvR Solution Discussion Thread
Ok. We know that classic AAO(xp,renown,inf gain buffs) is just throw a bone to underdog realm, but what about makes AAO to also increase medalion drop rate from kills,def keeps and keep takes? 200 AAO - double percentage to drop medailons,300 AAO triple percentage to drop and 400 AAO 4 x higher chance(and ammount) to medailons drop chance?
Vdova - Witch elf princess of suffer and despair
Re: Official T2 RvR Solution Discussion Thread
Ok. We know that classic AAO(xp,renown,inf gain buffs) is just throw a bone to underdog realm, but what about makes AAO to also increase medalion drop rate from kills,def keeps and keep takes? 200 AAO - double percentage to drop medailons,300 AAO triple percentage to drop and 400 AAO 4 x higher chance(and ammount) to medailons drop chance?
Vdova - Witch elf princess of suffer and despair
Re: Official T2 RvR Solution Discussion Thread
Between more medal and some exp / rp / influ i prefer the second choice. Make just like live server % bonus for Exp / Rp / InfluVdova wrote:Ok. We know that classic AAO(xp,renown,inf gain buffs) is just throw a bone to underdog realm, but what about makes AAO to also increase medalion drop rate from kills,def keeps and keep takes? 200 AAO - double percentage to drop medailons,300 AAO triple percentage to drop and 400 AAO 4 x higher chance(and ammount) to medailons drop chance?
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Re: Official T2 RvR Solution Discussion Thread
I'm actually not sure if rewards would need to be increased as well. Think about it:
If it's a 50v200 situation, then the underdog would get a 4x AAO buff. That would mean that the average underdog player would do 4 times more dmg and kill 4 times as many players, making the amount of kills compared to their numbers, equal to that of the topdog.
Why would they need extra rewards on top of that?
If anything, you'd need to increase the drop chances for kills ON the underdog, because their number of players are 4 times lower that of the topdog. They have to put 4 times as much effort into getting a single kill, let alone share it between 4 times as many players.
If it's a 50v200 situation, then the underdog would get a 4x AAO buff. That would mean that the average underdog player would do 4 times more dmg and kill 4 times as many players, making the amount of kills compared to their numbers, equal to that of the topdog.
Why would they need extra rewards on top of that?
If anything, you'd need to increase the drop chances for kills ON the underdog, because their number of players are 4 times lower that of the topdog. They have to put 4 times as much effort into getting a single kill, let alone share it between 4 times as many players.
Last edited by Razid1987 on Wed Sep 23, 2015 2:24 pm, edited 1 time in total.
Re: Official T2 RvR Solution Discussion Thread
@400 AAOI think the zerg should get 25% xp/inf/renonw/drops/rewards instead




A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
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