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Improving T4 - My two cents

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Zanilos
Posts: 443

Re: Improving T4 - My two cents

Post#21 » Fri May 13, 2016 8:36 pm

mursie wrote:
Zanilos wrote:Everything wrong with the 9ish man casual guilds that are everywhere.
DAMN you 9-man casual guilds!!! you ask for nothing and are to casual to even care!
Please don't de-rail.
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lydie
Posts: 2

Re: Improving T4 - My two cents

Post#22 » Fri May 13, 2016 8:42 pm

If the main objective is to reduce the zerg in RvR, you need to force players to simultaneously fight on different objectives.

Here's a few RvR suggestions, related to BO in rvr lakes, going into that direction, as food for thoughts:

- Remove NPC from BO, pve in an rvr zone is irritating and useless, defending the BO should be the players duty.
- Reduce the BO lock duration, for a more dynamic cap/recap gameplay, forcing players to actually coordinate and defend their BO (especially when trying to take keep), and allowing even very small squads to cap and force the zerg to split to defend/recap.
- Reduce the XP/Inf/Renown of BO cap based on the number of players getting the tick or the ratio of attacker/defenders (reward dropping to very low value if too many players / undefended bo), to avoid blobbing and capping all the BO in a loop. You could also maybe reserve ticks for the faction having aao/the underdog, as a motivation for defending the zone.
- Set some decent defence tick on BO (value of tick depending on the number of enemies/defenders), to force players to defend a bit, instead of abandoning the BO to the enemy after capping.

Cheers :)
Last edited by lydie on Fri May 13, 2016 9:16 pm, edited 9 times in total.

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Vigfuss
Posts: 383

Re: Improving T4 - My two cents

Post#23 » Fri May 13, 2016 8:45 pm

Zanilos wrote:
100% DISAGREE.

At the moment, the zergs you see are justified by 'alliance nights'.
Nothing wrong with the 6 mans.
Everything wrong with the 9ish man casual guilds that are everywhere.
I'm not siding with Telen here, but what do you have in mind for the casual 9 man guilds you're talking about? Organized WB vs Door is an amazing phenomenon i've been seeing lately. Is that WB playing for the realm?

Honestly I think the game (ORVR) works best when anything larger than 10 - 12 players is loosely organized. If our guilds and alliances had a bit of an honour system in place to discourage the deathstar zergs from forming it would go a long way for the health of this game. That leaves a place for those 9 mans, and keeps the action unpredictable.
Fusscle of Critical Acclaim

Zanilos
Posts: 443

Re: Improving T4 - My two cents

Post#24 » Fri May 13, 2016 8:53 pm

What I would like to see is a nice spread of players. If the smaller less organized guilds made some alliances and made a WB. That would be great. But unfortunately, on destro they follow PF in the lakes and on order they follow some other guild. This is what moth balls zergs. I'm not bashing people who are not super organized by the way and ofc it is always best to view posts objectively and request either proofs or reasons for them :) As for honor only running 1 wb. Good luck.

I think my best idea so far to attempt this is having the BOs go neutral after 3 mins of being captured. So if you want to lock a zone you really need to co ordinate in the lakes.
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mursie
Posts: 674

Re: Improving T4 - My two cents

Post#25 » Fri May 13, 2016 8:55 pm

Zanilos wrote:
mursie wrote:
Zanilos wrote:Everything wrong with the 9ish man casual guilds that are everywhere.
DAMN you 9-man casual guilds!!! you ask for nothing and are to casual to even care!
Please don't de-rail.
lol - the irony.

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mursie
Posts: 674

Re: Improving T4 - My two cents

Post#26 » Fri May 13, 2016 8:58 pm

Zanilos wrote: I think my best idea so far to attempt this is having the BOs go neutral after 3 mins of being captured. So if you want to lock a zone you really need to co ordinate in the lakes.
good luck with this - as the keeps only reward bags to those in the keep area... the sacrificial lambs holding down the BO's so the main force can keep take will basically never happen.

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Nameless
Posts: 1410

Re: Improving T4 - My two cents

Post#27 » Fri May 13, 2016 9:03 pm

if u want dynamic orvr with fights over the place remove the BO lock timers. Give reward for BO and keeps defends after lock but to all ppl, even if they are not online
Mostly harmless

K8P & Norn - guild Orz

lydie
Posts: 2

Re: Improving T4 - My two cents

Post#28 » Fri May 13, 2016 9:05 pm

mursie wrote:
Zanilos wrote: I think my best idea so far to attempt this is having the BOs go neutral after 3 mins of being captured. So if you want to lock a zone you really need to co ordinate in the lakes.
good luck with this - as the keeps only reward bags to those in the keep area... the sacrificial lambs holding down the BO's so the main force can keep take will basically never happen.
The fix seems rather easy though. You just need to give tick/roll on bags on lock to anyone that contributed to zone lock (kills, capping etc). Tick could even scale based on what the contribution was. No need to give high value to the "staying near an empty taken keep" contibution.

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Halhammer
Posts: 300

Re: Improving T4 - My two cents

Post#29 » Fri May 13, 2016 9:17 pm

Zanilos wrote:
mursie wrote:
Zanilos wrote:Everything wrong with the 9ish man casual guilds that are everywhere.
DAMN you 9-man casual guilds!!! you ask for nothing and are to casual to even care!
Please don't de-rail.
From the last couple nights out in RvR I can assure you Mursie is at least running with a 12-man :mrgreen:
Halhammer - Gundoom - Vewywong et al. of DoE

navis
Posts: 784

Re: Improving T4 - My two cents

Post#30 » Fri May 13, 2016 10:33 pm

Well right now, keeps have been pitifully easy to take unless quite well guarded by people. It's a lot to ask for players to defend... I still haven't seen the new defense system in place yet, but I' am hoping to this weekend.
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