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What contributes a loot bag in RVR?

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Aurandilaz
Posts: 1896

Re: What contributes a loot bag in RVR?

Post#61 » Sun Mar 05, 2017 4:11 pm

wiscel wrote:Just remove the contribution for running supplies. All day long you see the same people running supplies. Not taking part in any fight/keep attack. Even when the bo where the supplies are are under attack, all they do is focus the supplies and end up with a bag at the end :-/
Running supplies contributes relatively little. Also it is somewhat challenging to be able to pick them before anyone else.
I have no idea about exact numbers behind the calculations, but I'd estimate one supply run to only count as little as 5-10 kills. Meaning, during primetime fights, a good killcount will easily give you better position than just running supplies.
However, if you have nice kill count, your team has together many kills, has helped on many BOs and has managed to run few supplies. then that person rightfully deserves high contribution ranks.

1/3 of the final score can comes from contribution (which supplies aid), 2/3 from RNG. Supplies end up weighing very little in the final score. (500 + 1000 being absolutely maximum score)

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wiscel
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Re: What contributes a loot bag in RVR?

Post#62 » Sun Mar 05, 2017 4:16 pm

I have no idea about exact numbers behind the calculations, but I'd estimate one supply run to only count as little as 5-10 kills.
Been watching 2 guys in CW this afternoon. They will easiliy have over 200 kills by now if your estimation is right, even if it counts for 5 kills per run.
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Theseus
Posts: 526

Re: What contributes a loot bag in RVR?

Post#63 » Sun Mar 05, 2017 5:05 pm

Aurandilaz wrote:
wiscel wrote:Just remove the contribution for running supplies. All day long you see the same people running supplies. Not taking part in any fight/keep attack. Even when the bo where the supplies are are under attack, all they do is focus the supplies and end up with a bag at the end :-/
Running supplies contributes relatively little. Also it is somewhat challenging to be able to pick them before anyone else.
I have no idea about exact numbers behind the calculations, but I'd estimate one supply run to only count as little as 5-10 kills. Meaning, during primetime fights, a good killcount will easily give you better position than just running supplies.
However, if you have nice kill count, your team has together many kills, has helped on many BOs and has managed to run few supplies. then that person rightfully deserves high contribution ranks.

1/3 of the final score can comes from contribution (which supplies aid), 2/3 from RNG. Supplies end up weighing very little in the final score. (500 + 1000 being absolutely maximum score)
Am I the only one who find it rather annoying that 2/3 of the system is up to something uncontrollable as chance?
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Yaliskah
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Re: What contributes a loot bag in RVR?

Post#64 » Sun Mar 05, 2017 5:30 pm

Theseus wrote:Am I the only one who find it rather annoying that 2/3 of the system is up to something uncontrollable as chance?
I assume you have read the complete post AND my explanations?

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Theseus
Posts: 526

Re: What contributes a loot bag in RVR?

Post#65 » Sun Mar 05, 2017 5:36 pm

Yaliskah wrote:
Theseus wrote:Am I the only one who find it rather annoying that 2/3 of the system is up to something uncontrollable as chance?
I assume you have read the complete post AND my explanations?
I did yes and I knew before, why it has to be that way. But it doesnt make it less annoying that even one thing is controlled by a rng system. I just never could stand anything decided by chance. I like it way more if I am one hundred percent in control. So If I loose because I wasnt good enough or made a mistake and not because of a stupid proc. So I know why you did it, but I still would prefer the other system.... lets say out of principle.
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bloodi
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Re: What contributes a loot bag in RVR?

Post#66 » Sun Mar 05, 2017 5:46 pm

Yaliskah wrote:I assume you have read the complete post AND my explanations?
You never explained why there isnt tokens in bags on for zone locks, just that you cant do a proper contribution system yet so in order to not give more bags to aoe dps than anyone else there has to be random.

Why isnt there tokens in bags to avoid repeated items, why there is no conqueror medallions for zone locks or from bos, those are things you didnt reply to at all.

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wargrimnir
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Re: What contributes a loot bag in RVR?

Post#67 » Sun Mar 05, 2017 6:13 pm

bloodi wrote:
Yaliskah wrote:I assume you have read the complete post AND my explanations?
You never explained why there isnt tokens in bags on for zone locks, just that you cant do a proper contribution system yet so in order to not give more bags to aoe dps than anyone else there has to be random.

Why isnt there tokens in bags to avoid repeated items, why there is no conqueror medallions for zone locks or from bos, those are things you didnt reply to at all.
Why are there not crests in bags? We didn't put them in bags. We probably don't want them in bags. We put other stuff in bags instead. If you get a repeat item from a gold bag, that's unlucky and that's how it is.

BO's would be farmed for conq crests and zones would stall out. No sense giving the top gear currency from those. Zone flips would be fine, but you already have a chance at a gold bag which is worth hundreds of crests if you get an item you need, work/reward already exists there.

We're not making a second Ruin-like currency system for every set of gear that comes out. Certainly not when it's the top gear available in-game, an aspect which has been explained repeatedly when it comes to costs and rate of acquisition.
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bloodi
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Re: What contributes a loot bag in RVR?

Post#68 » Sun Mar 05, 2017 6:28 pm

wargrimnir wrote:Why are there not crests in bags? We didn't put them in bags. We probably don't want them in bags. We put other stuff in bags instead. If you get a repeat item from a gold bag, that's unlucky and that's how it is.
When the chances of getting any piece are so low, getting a repetead piece is not "unlucky", is just whats going to happen and the reason why Mythic put medallion in bags, your insistence of making mistakes that we already have solution for is amazing, there is no reason to not give tokens in the bags besides you refusing to do so. Thats how it is.
wargrimnir wrote:BO's would be farmed for conq crests and zones would stall out. No sense giving the top gear currency from those. Zone flips would be fine, but you already have a chance at a gold bag which is worth hundreds of crests if you get an item you need, work/reward already exists there.
A very slim chance and in most cases, 0 progression whatsoever, unless i am a solo dps stealing dbs from warbands with a pocket healer, thats quite cool, however if i am solo on a healer or a tank, welp.

And no they woudlnt be farmed because you have to kill people for those Bos to give the tokens and people still want to lock zones, just like what happened when we only had anni as top tier and the BOs gave anni medallions.
wargrimnir wrote:We're not making a second Ruin-like currency system for every set of gear that comes out. Certainly not when it's the top gear available in-game, an aspect which has been explained repeatedly when it comes to costs and rate of acquisition.
Just like you were not making a currency system for Ruin till people getting frustrated with it and constantly asking you to do so made you cave in.

I know you want to make this sets as grindy as possible because you have this weird idea that makes it hard and rewarding, despite what every other mmo had done in the recent years abandoning such an idea because, well, its archaic and doesnt sustain itself if you actually think about it for a while.

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wargrimnir
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Re: What contributes a loot bag in RVR?

Post#69 » Sun Mar 05, 2017 6:41 pm

It's been a pleasure to disappoint you, yet again.
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NoRKaLKiLLa
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Re: What contributes a loot bag in RVR?

Post#70 » Sun Mar 05, 2017 6:50 pm

Want to split up the mindless zerglongs and quell the thirst of those frothing at the mouth for an opportunity to actually earn a reward? Incentivize actually ranking up your keep for a purpose beyond trying to snake some contribution. If taking a keep resulted in gold bags being dropped at (your keeps rank) x (their keeps rank) I think we'd see some incredibly dynamic and fun fights in the lake. Currently resources are ran for a few reasons; getting your keep to rank 1 (so you can deploy a ram), repairing your door and desperately trying to get contribution. Beyond that it's an afterthought. Everyone waits for the keep they're hitting to hit rank zero, otherwise (for the majority) will never assault a keep unless it's at or on the brink of becoming rank zero, because it's the path of least resistance and promises two bags. Let's go higher risk for higher rewards.
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