Aurandilaz wrote: Wed Aug 15, 2018 9:46 am
1. You get renown from killing players, far more so with AAO
2. You get medals from player kills, easily advancing you towards earning "campaign reward gear"
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5. You already have very generous defensive ticks for holding/killing on defended BO flag area.
These points relate to RvR personal reward system,
which is not what we're talking about here. We are talking about a way to contribute for your realm to "win".
If you advocate that the personal reward you get from farming AAO/underpopulated side is enough, then you are content with the current system and people will still not give a flying **** about realm pride, locking zones or progressing their realm etc.
Aurandilaz wrote: Wed Aug 15, 2018 9:46 am
3. Killing players in RvR has chance to drop supply box, which you bring to keep so that even your small effort of having ganked someone will help supply status of your realm, potentially even being driving force behind zone lock.
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6. Solo players, small groups, you can already send your mdps to sneak into keeps via posterns, damaging enemy siege weaponry should further increase your contribution.
7. Can't sneak in? ; bring a siege weapon, help your realm by shooting down enemy siege targets.
These points only contribute to the problem of blobbing and linear progression forcing people to be around the keep during the final battle. Not to mention the lag/crashes factor & so on.
Aurandilaz wrote: Wed Aug 15, 2018 9:46 am
4. You, one player alone can hold a flag, giving dmg boost to ram and helping your realm kill enemy keep lord.
8. Running low on weapon ammo, help your realm by clearing enemy flag holders and delivering supplies to your own realm.
Due to the fact that the RvR is basically forcing everyone to be around the last keep, the above points are just generally boring game-play and not really any fun, you're basically saying if you don't want to blob at the keep, then stand for minutes in a BO staring at the flag in an empty BO. Not to mention that after a certain star level that your realm gets, those points become null.
Aurandilaz wrote: Wed Aug 15, 2018 9:46 am
If you have some grand redesign for RvR system, I'd be happy to read but I think you might need to open a new thread so more can see your thoughts on improving the system instead of derailing this thread further.
Sure this has nothing to do with the topic at hand, since all my RvR talk relates to how people see bombing as the way-to-go for RvR progression. But you can see the logical steps it took from the argument. As I said previously, this has been somewhat discussed somewhere last year too when RvR design was being discussed.
Penril wrote: Wed Aug 15, 2018 1:07 pm
Kragg wrote: Wed Aug 15, 2018 5:43 am
I rather have a mechanic to force them to play the damn campaign
If there is something i've learnt in these past few years, is that it is a terrible mistake trying to force people to play the game the way YOU want.
This. I mean... if people haven't learned the lesson yet, I don't know what to say.
roadkillrobin wrote: Wed Aug 15, 2018 11:06 am
Im for adding more objectives to RVR actually. I think an alternative wincon would solve the linear progression which leads to the blobbing of multiple warbands.
This is the main point of what i'm trying to say, yes.
roadkillrobin wrote: Wed Aug 15, 2018 11:06 am
What im against is making a kill X players to flip the zone coz it doesn't really add any deepth to strategies and just promotes 6v1 ganking, something I think is just as toxic as 32v6 is.
Again... The idea is that both objectives held and kills contribute to the score. So you take an objective and hold it which will start generating x amount of points, but direct kills also contribute to the scoring system a bit. Sure you could add something else like the example you posted, but the bottom line of what I'm trying to say is that you cannot have everything be resolved at the keep in one final battle - it ends up in blobbing (also not mentioning people just turn on to go to this final battle anyway, skipping all the rest of the RvR).
roadkillrobin wrote: Wed Aug 15, 2018 11:06 am
70% of skills arn't used in small scale rotations either. It's a really bad argument.
I used when I was playing - 70% of the useful skills from my spec anyway. For example: who does the BW from the bombing warband detaunt when bombing? I sure as hell had to use my detaunt VERY carefully while roaming in my small scale group. But lets agree that we disagree for the sake of it.
Ramasee wrote: Wed Aug 15, 2018 1:26 pm
Punishments, forcing people into actions or sides, removing avenues of play.........That is some members of the community idea to get people to play a free-to-play project? Sounds worse than some governments.
As for scenarios helping flip zones, just keep in mind that you are going to bring back the
sentiment from community that you should not be doing scenarios unless you win. Berating people that suck in scenarios will get worse because losing the scenario will mean more than it did before. While I don't particularly care about this happening, I am sure many people will be concerned about the level of ire that is brought against them.
This is actually correct. But to be fair, people should be joining a scenario game trying to achieve victory in mind, hopefully it'll make people try to group more to have a bigger winning chance - currently nobody cares about any of that because they know there is not really any consequence to losing besides wasting your time a bit, which is also why most people go afk mode after first wipe. With that in mind, perhaps would make sense to not just give x amount of points to the winning side, but also make it relate to the actual score of the sc. So for example if you won by 500-100 you get 10 points to your faction and the losing side gains 2 points. If you won 500-400 the winning side gets 10 points and the losing side gets 6. Something like this anyway..