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[DISCUSSION] RVR - likes/dislikes/possible improvement?

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th3gatekeeper
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#121 » Thu Apr 13, 2017 6:01 pm

Dresden wrote: Nah it's all fine as is, it just needs more efficiency.

Either that or allow another zone to be opened AFTER the keep take and BEFORE the zone lock.

THAT would be VERY exciting and might satisfy some of the pro multiple-zone peeps ie me.

I miss the unpredictability of multiple-zone, single zone + long zone-lock has ZERO juice in it to ease the grind.

Still wouldn't play anywhere else though. #FaithAndPatience
Im not sure opening another zone is a good idea IMO. Im not sure what that accomplishes... Other than the "pro-multiple zone peeps". I largely think that 1 zone is a good idea. The issue we have today though is that because we did go from having multiple zones to 1 zone it has created a rather bland "1 zone" but has the right population for said zone.

If the server consistently had double the population it does now, we could easily have 2 active zones (IMO). Issue is that across 4 tiers of play (now 3) and all the possible zones, I dont think the game would do well to have more than 1 active zone at a time...

Within said zone, I think we can improve the gameplay flow of RVR to make the gameplay more fun. More objectives and multiple "paths" to win (lock a zone) I think are the key. Get more dynamic situations involved where zergs have less of an impact (we can look to SCs to help guide this IMO by looking at Nordenwatch as an example where zerging isnt always best).
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th3gatekeeper
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#122 » Fri Apr 14, 2017 2:57 pm

I heard a rumor there were some RVR changes coming this week... but maybe they mean "2 Weeks" :P
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th3gatekeeper
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#123 » Wed Apr 19, 2017 9:53 pm

Well, Ive been chatting more with players and doing even more RVR, wanted to toss something back in this thread and see if it "sticks".

Currently RVR is very frustrating because of the contribution and lock mechanics. Flipping a zone can take < 1 hour or could easily take MANY hours. So this is a "barrier to entry" for players who sit down and have maybe only 2 hours to play... They dont know if they can finish the fight.

Also, the current mechanics support zerging BOs to cap them, get both "ticks" for contribution without much reward for "holding" BOs (it seems).

Also, you seem to be competing AGAINST your own warband because whichever group gets the supplies, the contribution doesnt spread over the warband, just that party...

These ALL lead to RVR being unmotivating to play and I worry that once people have the gear, there is going to be less and less motivation to play RVR. Frankly, because its not as "FUN" as it could be.

Here is what I THINK could be fun.

- BO's grant +2% to lock and -2% to the other side, each.
- "recalculation" happens every 5:00 (instead of 2).
- *Contribution* is awarded if you are in the "area" of a BO at the time the 5:00 flips over. NOT upon initial capture.
- Killing a Keep Lord gives your side +20% and opponents -20% (With ~45 minute respawn in zone is not locked).
- Getting to 100% via BOs will now LOCK all BOs for 20-30 minutes.
- Supply contribution is now awarded warband wide. Any immediate person within range of the supplies being turned in will get 100% contribution, anyone "outside" immemdiate range (but still in the warband) will get 75% of the contribution.
- Contribution for kills will also be awarded warband-wide (same rules as supply turn in - 100%/75%).

Something like this...
So really not all that much change, but it adjusts contribution quite a bit... Makes Warbands better, also due to contribution happening at the "recalculation" rather than initial take, this means less zerging and more strategy behind not just WHAT to attack but also WHEN to attack it. Since you cant JUST take a BO, but have to take it and hold it until that 5:00 flip over.
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Daknallbomb
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#124 » Thu Apr 20, 2017 3:55 am

Well time is a big factor for many players. If i can play Just 1-2 hours i Male scs and dont join orvr mostly
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Grunbag
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#125 » Thu Apr 20, 2017 5:52 am

Daknallbomb wrote:Well time is a big factor for many players. If i can play Just 1-2 hours i Male scs and dont join orvr mostly
This could be a solution if there was no medallion/bag to purchase .
Actually ppl that hAve 1-2 hours a day to play have simply 0 chance to get a gold bag .
But I think dev will work on rvr system as soon as they have client control .
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ZewKrwi
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#126 » Thu Apr 20, 2017 9:16 am

Yesterday I contribut as 60 and roll for 9 place and get bag so never say never.

RvR in multiple zones is bad idea at one will dominate order vs no one at second destro vs no one both boring. We need to fix what we have not make more problems.
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th3gatekeeper
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#127 » Thu Apr 20, 2017 2:26 pm

ZewKrwi wrote:Yesterday I contribut as 60 and roll for 9 place and get bag so never say never.

RvR in multiple zones is bad idea at one will dominate order vs no one at second destro vs no one both boring. We need to fix what we have not make more problems.
Well first, you were able to stay to see it finish and therefore get a bag right? Also you CAN get lucky... but my guess is you got a green bag? Or White? Those really arent worth anything (IMO). Its the Blue/Purple/Gold that my guess is you didnt get close to getting.

So PART of the issue is the unknown amount of time before RVR zone locks... You dont know if you will even get to stick around FOR the zone lock to even have a chance at a bag.

Second, I agree. 1 zone is what should be focused on... but RVR needs to have a more definitive "end" where if you log in and have 2 hours to play, you CAN stick around to see it through.
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ZewKrwi
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#128 » Thu Apr 20, 2017 3:01 pm

green and I only need gold
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Daknallbomb
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#129 » Thu Apr 20, 2017 3:47 pm

One Personal big dislike is that many ppl Just go in lakes for kills and so on. Just farming grps.. Dont watch for cool fights or wanna help objektiv in zone
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

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Odaop
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Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?

Post#130 » Sat Apr 29, 2017 7:55 am

It's a ring around the rosie waitfest after taking down the lord, the ticks take a long time too. What about defending the captured castle and building the doors back up, while the opposing side tries to reclaim the castle. I don't know any brilliant ideas but running around to bases with not much rvr seems meh.

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