Would not be a bad idea to let people that are most active in organized RvR help decide which course to take regarding RvR campaign in T4

What? As someone who played in one of the top RvR guilds in Europe I can tell you that those were far better than the later revisions. Resource carriers were terrible, and (along with the terrible gear imbalanced caused by rr100) caused most of my guild to quit over a very short span of time.Rebuke wrote:It does not matter. The fact that a majority voted for 1.0 - 1.2 rvr system gives a clear message that this specific poll should be ignored, and that most forum voters dont play RvR.
Would not be a bad idea to let people that are most active in organized RvR help decide which course to take regarding RvR campaign in T4
None of the options are perfect. The RvR campaign system needs an entire overhaul. However the sheer dependabilities (pve, sc's, lower tiers) of 1.0 - 1.2 on locking a zone and casual "I dont want to invest time and effort in organizing a decent 24 warband" of 1.4.0 are things to completely forego. Also having played in a RvR guild on live does not warrant you know your stuff. I see RvR leaders from live, playing on RoR, still proposing shield walls during keep defenses. RoR is not a copy of WAR, and neither should the RvR be.Vayra wrote:What? As someone who played in one of the top RvR guilds in Europe I can tell you that those were far better than the later revisions. Resource carriers were terrible, and (along with the terrible gear imbalanced caused by rr100) caused most of my guild to quit over a very short span of time.Rebuke wrote:It does not matter. The fact that a majority voted for 1.0 - 1.2 rvr system gives a clear message that this specific poll should be ignored, and that most forum voters dont play RvR.
Would not be a bad idea to let people that are most active in organized RvR help decide which course to take regarding RvR campaign in T4
That wasn't even an effective tactic on live, so I'd argue anyone proposing that were not good leaders on live either.Rebuke wrote: Also having played in a RvR guild on live does not warrant you know your stuff. I see RvR leaders from live, playing on RoR, still proposing shield walls during keep defenses. RoR is not a copy of WAR, and neither should the RvR be.
the main word is funRebuke wrote:Designing a new RvR system should not be done on the forums, it requires mature and well thought discussions done in TS/Vent/Skype/whatever.
The end goal should be: a system where every composition (24 man, 12 man, 6 man, 3 man fugly chu man etc.) can contribute towards the campaign and have a satisfied feeling after a zone lock.
No.Rebuke wrote:None of the options are perfect. The RvR campaign system needs an entire overhaul.Vayra wrote:What? As someone who played in one of the top RvR guilds in Europe I can tell you that those were far better than the later revisions. Resource carriers were terrible, and (along with the terrible gear imbalanced caused by rr100) caused most of my guild to quit over a very short span of time.Rebuke wrote:It does not matter. The fact that a majority voted for 1.0 - 1.2 rvr system gives a clear message that this specific poll should be ignored, and that most forum voters dont play RvR.
Would not be a bad idea to let people that are most active in organized RvR help decide which course to take regarding RvR campaign in T4
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