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New RvR system vs Old RvR system Poll

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Poll: New RvR Vs Old RvR Mechanics

Poll ended at Fri Sep 18, 2015 2:56 am

Old RvR (All keeps always open)
117
50%
New RvR (1 zone at a time, current system)
119
50%
Total votes: 236

Blorckever
Posts: 71

Re: New RvR system vs Old RvR system Poll

Post#251 » Wed Sep 16, 2015 12:23 pm

Look today its like other days order are playing pve in rvr . As long this system stay like this whit just 1 lake playable or whitout bonus for the underpopulated side on rvr lake the RvR will be dead another time.

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Ossos
Banned
Posts: 138

Re: New RvR system vs Old RvR system Poll

Post#252 » Wed Sep 16, 2015 12:44 pm

Will be much better when the class "balance" starts to pop :) Borcs flying around like Jedis hehe

I dont understand this "smoke screen" ideias when the game have so many bugs and development in front :(

RoR = Revolution of Reckoning????

User avatar
Azarael
Posts: 5332

Re: New RvR system vs Old RvR system Poll

Post#253 » Wed Sep 16, 2015 1:09 pm

I don't get why opening more than one zone is any kind of solution.

Let us assume that one realm is overpopulated. You've got three possible outcomes:

1) Keep trading, as before. Each realm attacking one zone.
2) Split between two zones. If it's an even split, the overpopulated realm still has the advantage. If it's an uneven split, whichever realm has the greater numbers in the zone has the advantage, which is just as shitty as zerg, because you're not losing because you failed, you're losing because the other realm had the advantage.
3) Zerg in one zone and zerg dodgers in another. Given the number of people who dislike zerging, I'm not sure why this won't actually progress to 2) in short order. A zerg is still a zerg even if it's composed of people who don't like zerging, you know?
During the original system both sides were playing their respective characters. Now, much more often than before there is only one side playing RvR.
New system has tunnelled RvR into just one zone at a time, therefore path of least resistance advices to "ok, I relog to the winning side, no sense of wasting my time here". And I think we both agree that most people will choose the path of least resistance.
The flaw in this argument is painfully obvious. Because you didn't have to fight in the previous system, it didn't actually matter what the other realm did, because you were playing musical keeps. You could play either realm and receive equal rewards. "Solutions" which prevent the realms from having to fight in the ORvR zone are a waste of time.

I guess on some level you're just being contrarian, but you simply cannot have a system where players on the winning side receive rewards without enforcing realm balance. I'm sorry, but no game, anywhere in the world, built in this fashion can work if you allow people to swap sides whenever they want.

User avatar
dkabib
Posts: 408

Re: New RvR system vs Old RvR system Poll

Post#254 » Wed Sep 16, 2015 1:11 pm

Blorckever wrote:Look today its like other days order are playing pve in rvr . As long this system stay like this whit just 1 lake playable or whitout bonus for the underpopulated side on rvr lake the RvR will be dead another time.
Yeah =/
Last night was very meh... I didn't understand why there wasn't enough destro to put up a fight if, according to the website, we had very close numbers.
Although a few destro showed up and destroyed our hope of leveling those T1 chars :lol:
Vanhorts

User avatar
dkabib
Posts: 408

Re: New RvR system vs Old RvR system Poll

Post#255 » Wed Sep 16, 2015 1:15 pm

I WANT to fight! I think most of us want! I don't mind losing a good fight, because the fun is there.
It seems that what we need the most atm is an incentive for fighting more than looking for empty keeps. Empty keeps are a good reward but everyone gets bored after 2, 3 zones without defense.
Vanhorts

User avatar
Azarael
Posts: 5332

Re: New RvR system vs Old RvR system Poll

Post#256 » Wed Sep 16, 2015 1:16 pm

In my view the only way to fully solve this problem is to devise a system of unique identification such that we can apply realm lockouts. The solution to "oh **** we're losing" should not be "**** the other faction, I'm logging the other faction". Sometimes you need stick rather than carrot!

User avatar
dkabib
Posts: 408

Re: New RvR system vs Old RvR system Poll

Post#257 » Wed Sep 16, 2015 1:18 pm

Azarael wrote:In my view the only way to fully solve this problem is to devise a system of unique identification such that we can apply realm lockouts. The solution to "oh **** we're losing" should not be "**** the other faction, I'm logging the other faction". Sometimes you need stick rather than carrot!
I agree with that. I saw a few people suggesting that when you recently log into a realm, that you take a while to fully receive rewards from zone locks.
Is it viable to work on something like that? That when you change Realms you can't get a lock for let's say, 30 mins?
Vanhorts

User avatar
Azarael
Posts: 5332

Re: New RvR system vs Old RvR system Poll

Post#258 » Wed Sep 16, 2015 1:19 pm

The problem comes from the ability to uniquely identify people. Unlike a subscription game, we don't have a convenient and reliable way to determine whether x account is owned by the same person who plays y account. Without that, we can't even begin to develop lockout timers.

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Luth
Posts: 2840

Re: New RvR system vs Old RvR system Poll

Post#259 » Wed Sep 16, 2015 1:20 pm

Azarael wrote:Sometimes you need stick rather than carrot!
Yes gud, pointy stick with rusty nails in it.

User avatar
Tesq
Posts: 5713

Re: New RvR system vs Old RvR system Poll

Post#260 » Wed Sep 16, 2015 1:20 pm

one side of the problem it's related to the absence of renow :/

i hope to see that working before t3 :/
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