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CONCEPT: Major RvR Overhaul

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Sulorie
Posts: 7461

Re: CONCEPT: Major RvR Overhaul

Post#81 » Thu Oct 01, 2015 6:09 am

Nameless wrote: So what. Let them lock, there always be advantages for over populated realm but instead of creating lagfest at only important boject at the lake spread them around the BOs.
By your logic if one of the realms got 100 ppl into the lake and other 25. To cover all BOs overpopulated realm will put let say 25 ppl per BO, that way underpopulated side will got equal fight at one BO. Yea they may lost that fight, and prolly other side will lock but who care the most important thing is the fair fight not the carrot at the end of the stick.
We agree on splitting the zerg via BO control, that's a start.
Taking the situation you mention it works out like this.

400% aao means the underdog needs to hold the BO for 30 sec, then it is save for 15 min and might generate points for a possible secondary win condition at a increased rate. BO of the zerging side take 3 min to cap and are never save and generate point at a reduced rate.

The underdog has the choice to pick any BO and fight against equal numbers or they just pick the BO with the least defenders.
Wiping all defenders gives an attack reward, when all are dead. Same goes for defenders, when they are successful.
When the underdog BO unlocks, strong npc guards are spawned. Attacking underdog BOs with a bigger force to overcome player and npc defenders leaves other BOs with less protection.
Dying is no option.

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Ryzom
Posts: 234

Re: CONCEPT: Major RvR Overhaul

Post#82 » Thu Oct 01, 2015 7:16 am

Open the 3 zones at the same time plz :)
Ni dieu ni maître

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Tesq
Posts: 5713

Re: CONCEPT: Major RvR Overhaul

Post#83 » Thu Oct 01, 2015 7:43 am

sulorie how this system will deal in zone where more flags are near each other like TM?

zerg would simply push those zones, and as downside the other zones would be flag with aao for the outnumbered realm making those zone very long to lock for them.
Also making zerg in zone like tm able to controll easily most of the flags without spread.
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Tiggo
Former Staff
Posts: 1948

Re: CONCEPT: Major RvR Overhaul

Post#84 » Thu Oct 01, 2015 8:51 am

well is reworking flag position out of the question?
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

Sulorie
Posts: 7461

Re: CONCEPT: Major RvR Overhaul

Post#85 » Thu Oct 01, 2015 9:12 am

Tesq wrote:sulorie how this system will deal in zone where more flags are near each other like TM?

zerg would simply push those zones, and as downside the other zones would be flag with aao for the outnumbered realm making those zone very long to lock for them.
Also making zerg in zone like tm able to controll easily most of the flags without spread.
Do you think the outnumbered realm has to leave a zone like TM?
One BO is far off, most likely owned by the underdog. The zerg has to cover the ram carrier, pulling defenders away from BOs towards the keep for the siege. Whenever you attack something, you only have to hold it for half a minute. Fights usually don't last that long.
A zerg is not the best coordinated entity and we see it every day in game, reaction times are not that fast.
Different BO could give different points per tick as well. There are enough numbers to toy around.
Dying is no option.

Tiggo
Former Staff
Posts: 1948

Re: CONCEPT: Major RvR Overhaul

Post#86 » Thu Oct 01, 2015 9:21 am

the more the zerg has to move the more oportunities for small groups to farm behind the zerg and afkers.

#zerghastomove
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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wos
Posts: 218

Re: CONCEPT: Major RvR Overhaul

Post#87 » Thu Oct 01, 2015 9:34 am

Tiggo wrote:the more the zerg has to move the more oportunities for small groups to farm behind the zerg and afkers.

#zerghastomove
lol yes the stragglers pic them off farm them if they try to rejoin the zerg. need the map dots gone rvr will be lots of fun then

Tiggo
Former Staff
Posts: 1948

Re: CONCEPT: Major RvR Overhaul

Post#88 » Thu Oct 01, 2015 9:37 am

wos wrote:
Tiggo wrote:the more the zerg has to move the more oportunities for small groups to farm behind the zerg and afkers.

#zerghastomove
lol yes the stragglers pic them off farm them if they try to rejoin the zerg. need the map dots gone rvr will be lots of fun then
yes map dots need fixing badly for rvr. cant hide, cant surprise, no tactics work ...
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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Grobbok
Posts: 420

Re: CONCEPT: Major RvR Overhaul

Post#89 » Thu Oct 01, 2015 9:44 am

lol, more ppl, more ideas, how to improve rvr
didn't u notice that it can't be improved!
5 years ppl on old game were trying to improve rvr system, changed it 3 or 4 times, and it was not enought, still zergy, stillempty city raids, still unbalance
It can't be. Just be happy with what we have.
maybe just open 2nd zone = order zerg on one keep, destro on other.
zerg is and will be for ever in this game,
ppl who dont like zerging, lags, left that game, and game died
lider of Da fat squigs guild

Sulorie
Posts: 7461

Re: CONCEPT: Major RvR Overhaul

Post#90 » Thu Oct 01, 2015 10:01 am

Or you just have to think about something better than before. It's not that hard, as all older systems were flawed by default and it was obvious where the problems were.
Dying is no option.

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