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some ideas for RvR purpose

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navis
Posts: 784

some ideas for RvR purpose

Post#1 » Mon May 04, 2015 1:21 am

Hi, I would like to suggest my opinion of the current RvR system in terms of the endless debate on whether RvR is actually working or not (by desgin).

Right now, these current devs hold the power in their hands as to either a) accept RvR basics and just continue to work towards enabling as much more content as they can - ie complete all towards T4, or b) focus on T1 so that all of the other game elements that are presently missing can get focused on including experimenting with alternate ideas in the "lakes". I firmly believe Mythic messed up a lot by putting what really amounts to very little effort in that aspect of the game.

Later in the game Keeps come into play in RvR as important components of gameplay, which are 'added' to the lakes. They really help to act as a fix, though to the somewhat stale Capture system as it is. That is why I am thinking to maybe look at continue work on the RvR game in the lakes. I think currently it's hard for the system to function well in off-hours situations and the meaning for capturing zones is not great.

Some of the most interesting gameplay I have seen that remedies this has been done more as special events than experimental features or fixes to RvR. Live Events had really made new gameplay many can remember those times, previous events in the lakes which add whole new factors to WAR. These events are/were really special all in there own but I also think lessons to be learned about what makes RvR RvR. Mythic really gave us a very basic sandboxy game with a lot more potential to be more successful. Something that can be a better live experience in a more continuous fashion. Even in mention is the Dwarf event at the end of days at EA warhammer.
  • Instead of useless quest NPC at BO - replace with meaning full NPC tasks which are more freshly thought and integrated
    GUI fixed for the Capture mechanic so it is not such a big mystery
    Scenarios more integrated and working out the way everybody can take part in the Zone Capturing RvR war - remembering how the RvR status was updated on the website was really cool. So that looking on the website you can see which Realm is winning etc.
    Maybe look more closely at BO capturing such as multi-staged capturing at the flags so that players are more involved and activity at those times can factor in more instead of kill quests or silent stealth locks
    renown that builds up at BO's
    siege weapons
    monster plays
    crafting and teleports
    rewards (gear)
    RvR currency
    skulls of the fallen
    Trophy taking
    hot items in RvR (eg Orbs of power)
    AAO
    ToK achievements
    etc
Thats all current RvR without all the fixin's is a bit plain compared to what it could be.. And I mean that from the perspective not as solely a sandbox experience, which I don't think would have any effect on other than to add more bodies to the lakes and hopefully make BO captures as well as ZOne captures more exciting!
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nifdegif
Posts: 16

Re: some ideas for RvR purpose

Post#2 » Mon May 04, 2015 4:43 am

so basically you "just" want a full rework of the entire RvR aspect of the game, yet you make no concrete suggestions for how anything should be changed....

Freakzilla
Posts: 26

Re: some ideas for RvR purpose

Post#3 » Mon May 04, 2015 5:54 am

The priority should be to get the basic game functions to work properly before even remotely considering any customizations.

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Vampire
Posts: 373

Re: some ideas for RvR purpose

Post#4 » Mon May 04, 2015 7:16 am

AAO? Hell no.. To much cross realm with that ****! People will become obsessed with the AAO.

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Aurilian
Posts: 69

Re: some ideas for RvR purpose

Post#5 » Mon May 04, 2015 10:50 am

Honestly AAO was a requirement for levelling your renown level from 90-100. Those levels were ridiculous and especially since RoR will have a lower amount of players than the live servers, a boost to gaining renown at those late stages would probably be needed.
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navis
Posts: 784

Re: some ideas for RvR purpose

Post#6 » Fri May 08, 2015 1:19 am

nifdegif wrote:so basically you "just" want a full rework of the entire RvR aspect of the game, yet you make no concrete suggestions for how anything should be changed....
I am just putting forward a bunch of things that we've seen over the years that I like. It's up to the Dev's to see what is best to implement by taking into consideration the time needed and all the other considerations.
I really don't think a RvR rework is a huge task, considering it's very basic atm, and mostly involves adjusting times, add some basic PQ-like elements, re adding sieges and currencies..
I would love to delve into it further or provide more details if the devs were looking for this sort of things...

#Vampire AAO - I agree it created a issue with x-realms but there is a really easy solution to greatly deter this - such as penalties for deserting or your realm for X amount of time. Not rocket science, the design needs tweeking. In concept it's fantastic and it worked really well in the game otherwise.

#Freakzilla
The priority should be to get the basic game functions to work properly before even remotely considering any customizations

Totally, but basically it seems that T1 RvR (basic skirmishing BO and Locks) seems working at fundamental level, already. *this is good news*
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Tesq
Posts: 5713

Re: some ideas for RvR purpose

Post#7 » Fri May 08, 2015 9:51 am

navis wrote:
nifdegif wrote:so basically you "just" want a full rework of the entire RvR aspect of the game, yet you make no concrete suggestions for how anything should be changed....
I am just putting forward a bunch of things that we've seen over the years that I like. It's up to the Dev's to see what is best to implement by taking into consideration the time needed and all the other considerations.
I really don't think a RvR rework is a huge task, considering it's very basic atm, and mostly involves adjusting times, add some basic PQ-like elements, re adding sieges and currencies..
I would love to delve into it further or provide more details if the devs were looking for this sort of things...

#Vampire AAO - I agree it created a issue with x-realms but there is a really easy solution to greatly deter this - such as penalties for deserting or your realm for X amount of time. Not rocket science, the design needs tweeking. In concept it's fantastic and it worked really well in the game otherwise.

#Freakzilla
The priority should be to get the basic game functions to work properly before even remotely considering any customizations

Totally, but basically it seems that T1 RvR (basic skirmishing BO and Locks) seems working at fundamental level, already. *this is good news*
Free to play= double account.
Btw they alredy told they will introduces something different to aao when t2 will be relased that should help deal with zerg situation.
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Hagberg
Posts: 26

Re: some ideas for RvR purpose

Post#8 » Fri May 08, 2015 10:21 am

Cool, getting more excited about it all :)
-: Oscure :- RR100 Kotbs [Apoztel] -: Pax Mortis :-

https://www.youtube.com/watch?v=-f1WTrUyOAY

-"Man I will stop play online games... Has been a pleasure to play with u... One of the best player in my opinion ... Thx for everything ..."

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