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Official T2 RvR Solution Discussion Thread

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Tklees
Posts: 675

Re: Official T2 RvR Solution Discussion Thread

Post#191 » Thu Sep 17, 2015 8:36 pm

dkabib wrote:
Tklees wrote:Ok I have an idea. Idk if anyone has said it since I stopped reading at page 13 when I got the idea. The idea of this problem is people are pveing to get the best gear sets. Let's remove coin drops from keep takes and add a quest for each side that gives say 10 meds per 100 kills. This let's people who prefer scs to work on gear sets as well as RvR. And it removes the currency reward from the pveing. Then all people get from the pveing of keeps is the exp and renown which in a low cap fame is useless. Gear is what is driving the issue. Aza thoughts?
I can see this solving the Token problem. Not the RvR issue, but the tokens one.
Still think that the #players to kill per token should go a little higher than that.
The RvR issue is that people will zerg empty keeps because they are rewarded with the best gear in the game currently for it. Yes cross realming fix could help but there are a limited few of us who prefer to be the underdog and PvP against the zerg. If all the zergers are getting is exp and renown from keeps can you name a single lvl 26 who will go to an empty keep take? I sure as hell can't. People will have to kill players to advance thier toon. That's the whole point of the game to PvP. And I think the best gear should come from PvP only. Having it help the SC crowd is also a benefit of this system. Gear drives MMOs anyone who says otherwise hasn't played a big MMO. That's why we have ppl riding a zerg for hours on end. Free gear.
Tklees Chatoullier
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Cloud
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Re: Official T2 RvR Solution Discussion Thread

Post#192 » Thu Sep 17, 2015 8:50 pm

"With the recent hotfix, all Soldier's Medallions and Devastator gear has been removed from the server, and keep takes will no longer drop Medallions. Until a solution for the current issue is found, this will remain the case."..

THANK YOU!!!!!! for actually listening to me.. I was like the only one saying to do that. Extremely pleased yall took the intitiative for a quick fix to keep realm balance fair while a more permanant solution is thought up. Again an insane amount of Thanks!!!.. First time I was a solo person recommending something on a game and i didnt get completely ignored. Just makes support you guys 10x more. Keep up the excelllent Work!!!!
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AustreV
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Re: Official T2 RvR Solution Discussion Thread

Post#193 » Thu Sep 17, 2015 8:56 pm

As my suggestion ignored 2x times I will repeat the last one for you (dear forum warriors) :
I will repost some solutions from myself:
1) An IDEA: I suggest make buff for play time for one faction 30 min of playing +15% for rr, 1h of playing +20% and etc. (u can start from 10% then +5% each 30 min or 1h)
2) No reason not to implement timer for faction char selection. It wouldnt solve problem at 100% but IT will help to reduce changing characters.
3) If u remove medallions give player something for their spended time, it would be wise. At least elexir or 5-10 emblems for compensation , you can think about it. (a lot of stuff u can give as gift)
3) Make more reward for defence, its seems 2x in not enough, it should be better than grind does. Make 2,5 or even 3x
4) Most neutral and safe solution is to make limit of emblems and medallions per day. (for example 20 or 30 medallions per 24 hours)
5) make AAO buff, cause no reason not to implement it.

PS1: And remmember all things that was on Live was have their reasons. The most difference in these server some players got a lot of accounts, neitehr on live cause it was costly. I dont think you need to invent a bicycle.
PS2: Nothing can kill snowball effect for 100%, but you can reduce it to minumum.
Last edited by AustreV on Thu Sep 17, 2015 9:01 pm, edited 1 time in total.

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Luuca
Posts: 1204

Re: Official T2 RvR Solution Discussion Thread

Post#194 » Thu Sep 17, 2015 8:59 pm

Azuzu wrote:
My suggestion is to make PvP about players fighting players, rather than fighting doors. At the same time make keep taking incentivesed.

How we do this?

1: Make players have a high chance (10%) to drop medals. Let players have this chance to drop medals anywhere in an RvR lake. It's important to let players who like to roam and setup strategic choke points get rewarded as well. Around BOs and Keeps it's ok to increase that chance to 15%.


I'm with you... good start
Azuzu wrote:2: Add AAO, along with exp/rr make AAO effect the chance to drop medals. At 0 AAO players have a 10% chance to drop a medal, at 400% players have a 40% or even 50% chance.

3: Have AAO increase the amount of medals a player can drop. Something along the lines of,

100% = 20% chance to drop 1 medal

200% = 30% chance to drop 1 medal

300% = 30% chance to drop 2 medals

400% = 40% chance to drop 2 medals
WHoa... that's a lot of medals... Prices gonna triple and so, what's the point? Getting 3x the medals and the cost going up 3x is the same thing as you had before.

I like the AAO idea. It encourages small scale versus larger forces. I like the higher percentage drop idea, and even like the scaling higher percentage drop idea; however, it's too much. 10% at 0 AAO, 15% at 100 AAO, and then scale it up to a max of 25% would work best IMO. It's still an incentive, but not inflationary to the economy.
Azuzu wrote: 4: Leave keep taking incentivised, let keep takes give 5 medals per take and rr/exp. I believe if we make killing players worth while enough fighting will occur, but we don't want to completely neglect the keep taking aspect.


I still think un-grouped loaners will zergling the Empty keeps for medals. It's too great a reward for the work involved. Make it 1-2 medals per keep and keep the rest as is.
Azuzu wrote:5: Increase the overall cost of the gear to match the increased ways to get it.
Based upon your % chance and multiple drops you'd have to raise prices. It's not going to help. We need more ways to accomplish the goal, not more goal to accomplish.
Azuzu wrote: 6: Leave the RvR locking system the way it is, the server pop is too small imo to spread it across 3 zones.
Agreed
Azuzu wrote:7: Add a Losers keep flip, 2 (or 3) medals for losers, 5 for winners.
This is a tough one. You want to encourage resistance and fighting, but 3 is too many for a losers bracket. 1-2 maybe as in my suggestion. My issue with this is you have someone zone in, run to the keep, stand outside, get his 3 medals, and Book out. No way to force players to be honorable.

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Tklees
Posts: 675

Re: Official T2 RvR Solution Discussion Thread

Post#195 » Thu Sep 17, 2015 9:03 pm

Only part that you posted that I do not agree with is the play time buff. They can just zerg for hours on end. And then the reward for keep takes. Don't think there should be anything besides exp and renown.
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AustreV
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Re: Official T2 RvR Solution Discussion Thread

Post#196 » Thu Sep 17, 2015 9:14 pm

As I said before almost nothing can prevent players to make zergs till they can go in WBs and snowball effect will always exist at some percent. I dont understand statements with existing mechanics like "reduce to zero".
We should make a lot small stuff to take a big effect. You cant change situation by changing one thing. It all goes in complex.
So my solutions except 1st punkt is safe/ easy to realise and effective enough ( IN whole complex! that we should create) to my myind.

theOdinS0n
Posts: 24

Re: Official T2 RvR Solution Discussion Thread

Post#197 » Thu Sep 17, 2015 10:03 pm

There needs to be a solution that takes into account that Order will only play if they win. I've seen time and time again these last few weeks that if Order has the numbers they will play, if they lose a keep attack they will hide in a keep for hours waiting for Destro to finish capping the BO's.

I've never seen the amount of Order try over and over to take a keep like Destro. STK doesn't get anywhere near the activity level Mandreds does. We have to come to terms that this is the mentality Order has. You won't ever see Order with 70% of the population because there are a number of Destro that won't give up unless it's completely hopeless and Order will quit after one failed keep defense.

This is just my anecdotal evidence, so if you don't agree feel free to address why I'm wrong.

My suggestion for fixing T2 is to keep the the system we have now but after a zone unlocks reset the BOs but don't give a keep back to the losing side. If one side wants to roll the entire RVRs that's fine but after 3 zones your going to have to wait for the other side to claim a keep. I find it hard to believe that even with an inbalanced side you could hold 6 keeps without at least one of the keep not having enough defenders to hold it. You can't stop people from zerging but you should make it more rewarding to help up the losing side.

Player kills near keeps could drop Soldiers medallions, otherwise in SC and non-objectives they could drop Soldier Emblems. Defenders could get all the gear from defending, and non-stop zergs would have to stop to wait for one of the keeps to be taken.
Kuzon - Marauder

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dkabib
Posts: 408

Re: Official T2 RvR Solution Discussion Thread

Post#198 » Thu Sep 17, 2015 10:05 pm

theOdinS0n wrote:There needs to be a solution that takes into account that Order will only play if they win. I've seen time and time again these last few weeks that if Order has the numbers they will play, if they lose a keep attack they will hide in a keep for hours waiting for Destro to finish capping the BO's.

I've never seen the amount of Order try over and over to take a keep like Destro. STK doesn't get anywhere near the activity level Mandreds does. We have to come to terms that this is the mentality Order has. You won't ever see Order with 70% of the population because there are a number of Destro that won't give up unless it's completely hopeless and Order will quit after one failed keep defense.

This is just my anecdotal evidence, so if you don't agree feel free to address why I'm wrong.

My suggestion for fixing T2 is to keep the the system we have now but after a zone unlocks reset the BOs but don't give a keep back to the losing side. If one side wants to roll the entire RVRs that's fine but after 3 zones your going to have to wait for the other side to claim a keep. I find it hard to believe that even with an inbalanced side you could hold 6 keeps without at least one of the keep not having enough defenders to hold it. You can't stop people from zerging but you should make it more rewarding to help up the losing side.

Player kills near keeps could drop Soldiers medallions, otherwise in SC and non-objectives they could drop Soldier Emblems. Defenders could get all the gear from defending, and non-stop zergs would have to stop to wait for one of the keeps to be taken.
You're just so wrong. Order and Destro are the same, their attitude is the same. If you don't know that you're totally blind and should try to see things as they are instead of creating your own theories.
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Tesq
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Re: Official T2 RvR Solution Discussion Thread

Post#199 » Thu Sep 17, 2015 10:07 pm

"snowball effect" it's bigger when the system is keep lock =lock zone, with vp snowball get less effective due to multiple bos to take all togheter.
So the first sensed change could be just return to 2 keeps even if you wanna keep the 3 bos require to attack one keep.
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theOdinS0n
Posts: 24

Re: Official T2 RvR Solution Discussion Thread

Post#200 » Thu Sep 17, 2015 10:19 pm

dkabib do you have some evidence or an anecdote? I'm telling you what I experienced, you say no you're wrong.
Kuzon - Marauder

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