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Can we talk about the current RvR situation?

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M0rw47h
Posts: 898

Re: Can we talk about the current RvR situation?

Post#11 » Wed Apr 15, 2020 12:59 pm

zaauk wrote: Wed Apr 15, 2020 12:37 pm
Yaliskah wrote: Wed Apr 15, 2020 12:26 pm Simple answer :
-There are usually 3 zone open at the same time.
-1 zone usually gather 90% of the population, meaning 2 others are empty.

Conclusion : I doubt 90% of this pop is 40, and evenif your proposition wouldn't change anything, except maybe having lot of player trying the level up fast to play with their lvl 40 friends asap, or taking empty keeps, or farming lowbies as 39 vs 16, no need to say that opening 6 zones in lower pop time wouldn't help those who are in the middle tier.

I'm actually levelling a lvl28 character. Got a little team (non 40) around me, not even a premade, and we have some fun -depending the zone i admit- in ORvR.
This game is all about not being alone.
3 Zones? Have not seen 3 zones open in days. im EU primetime player.
Usually 2 zones realm x try to lock zone x....zone y get tagget and realm y moves to defend and the ping pong started.
Sometimes even only one zone is open....

Problem starts when only 1-2 zones are open...minimum of 3 at all time would slove it. Atleast when EU prime is happening.

Have 3 zones open at all times, first side to capture forts xx times get a city?
I'd say players are to blame for stalmates for various reasons, BUT:

There are multiple issues with current RvR system. Just few examples
  • If killing 10 players solo or in small group gives you more rewards than locking a zone - why would you focus on locking zones?
  • If as RR80 player you ain't rewarded anyhow for locking zones, because they will give you VANQUISHER medalions - why would you focus on locking zones?
  • If you push zones and won't be able to participate in fort/cities due to limited play time - why would you focus on locking zones?
...and if you sum all those together, what happens?

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Drys
Posts: 117

Re: Can we talk about the current RvR situation?

Post#12 » Wed Apr 15, 2020 1:26 pm

Specialpatrol wrote: Wed Apr 15, 2020 8:53 am It seems to me that generally (i.e. not all the time, but most of the time), EU players are stuck pushing the lower zones and mid-to-end zones, while NA reaps the fruits with forts and cities - when most EU players are sleeping.

This seems to be due to population numbers - where the huge number of players online during EU-primetime often leads to laggy stalemates in one or two end-zones, that only resolves as people start keeling over in sleep and the population diminishes.

One simple solution could be to add more population control - as in level requirements for entering the different RvR zones and instances. One such suggestion could be the following brackets:

Tier 1: Ranks 1-15

Tier 2-3: Ranks 16-39

Tier 4: Ranks 32-40

Forts & Cities: 40/40+

This would of course require a slight redesign of the current campaign, so that tier 4 zones are open simultaneously with the lower tiers and that lower RvR zones remained open during City fights.

Would something like that float, and what are your own thoughts on the current situation?

I'm a fan of this but slightly different and for slightly different reasons. I would propose:

Tier 1: Ranks 1-15
Tier 2: Ranks 16-39
Tier 3-4: Ranks 16-40+

My reasoning is that as we continue to get new players, many leaving Tier 1 have to adjust to the learning curve of sieging keeps. That means using rams. avoiding oil, siege engines, etc. Break off the Tier 2 campaigns (inner keep only) as a sort of "training ground" for anyone sub-40. They can learn to place rams, etc., without affecting the overall campaign for 40+ folks. Make it a round-robin like Tier 1. Leave Tier 3-4 open to 16+ so that people on alts, guildies, etc. can still participate in the campaign.

Realistically, the Tier 2 zones are zerg-rushed anyway because doors drop before you can zone in and mount meaningful defense. Plus it doesn't matter which side "wins" because it opens the same Tier 3 zone regardless. Thus, Tier 2 doesn't have a real effect on the overall progression.

Edit:
It also makes sure that an RVR zone is always open for sub-40s in those situations where a city siege is going on, but all 3 zones are locked.
Spoiler:
Drystav - Magus 40/6X
Drysthex - Zealot 40/4X
Drystzyk - Chosen 40/5X
Drystax - Mara 24/2X

Drystal - WE 40/5X
Drystmar - DOK 40/4X
Drystelle - Sorc 40/7X
Drysthorn - BG 40/6X

Drystham - Shaman 40/4X
Drystig - SH 40/5X
Drystlak - BOrc 40/4X

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bzikun
Posts: 2

Re: Can we talk about the current RvR situation?

Post#13 » Wed Apr 15, 2020 1:49 pm

Drys wrote: Wed Apr 15, 2020 1:26 pm Tier 1: Ranks 1-15
Tier 2: Ranks 16-39
Tier 3-4: Ranks 16-40+
That should work.
It also makes sure that an RVR zone is always open for sub-40s in those situations where a city siege is going on, but all 3 zones are locked.
Good point.
Gobo proud !

jokerspsycho
Posts: 244

Re: Can we talk about the current RvR situation?

Post#14 » Wed Apr 15, 2020 1:58 pm

Akalukz wrote: Wed Apr 15, 2020 11:54 am The game is running better than ever imo, if you start breaking up the population then you will soon suffer the fate of Live. No one to fight = no one plays. One thing they could do is get rid of the steps in the tiers. Just make all zones open except the last zone before each fort. That way all T2 / T3 and the Mid T4 zone is open for a pairing, try to spread the population, maybe up the rewards for T3
Logged onto my sorc to mess with him in t1, did 2 lakes and the whole time it was like 50-70 vs 10. Most boring thing I've ever done in this game. Killed 3 people btwn the two lakes and logged off. Obv that's t1 and I guess Order were all on their mains or something, but jesus if any other part of oRvR was like that I could see how it would kill the game.

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wargrimnir
Head Game Master
Posts: 8412
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Re: Can we talk about the current RvR situation?

Post#15 » Wed Apr 15, 2020 4:04 pm

Another victim thread for the lock-master.

We've answered this enough. The RvR campaign doesn't need to be changed. People can adapt.
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