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A potential solution to RVR

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footpatrol2
Posts: 1093

Re: A potential solution to RVR

Post#31 » Tue Feb 06, 2018 7:07 am

Plaguewall wrote:I have a crazy suggestion, how about the renown gained from a zone is inversely proportional to the amount of time spent in a zone.
Get in zone, rank keep, fight like crazy, big renown.
Meander around zone, leave flags uncapped, bludge in warcamp, take five hours....not much renown.
The idea is that each BO or keep has a pool of renown, for the BOs it leaks (resulting in ticks that increase with continuous time held) but even if the BO is not held that renown continues to decline over time, rendering them worthless after a couple of hours (they still generate resources though).
Keeps would start with a pool of renown, that starts to decrease once a keep attack is initiated. If a keep is successfully defended, the defenders are rewarded with that mini-pool of renown, denying it to the attackers. A counter offensive could therefore net a tenacious defender with both a defence renown reward and a later offense reward. (If one side ragequits a dying zone)

This would encourage attackers to hit hard and fast, to get the most from BOs and to move to the next zone. An outnumbered or defending realm would benefit from being able to "steal" the BO's or defend a keep.

An issue I could see is the end result of a dead zone, at which point I'd say call it a draw and no-one gets anything if BO's aren't taken or Players at BO's get a final reasonable sized tick if the BOs are held.
At first glance I like this idea. I gotta think it more thou.

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Fallenkezef
Posts: 1492

Re: A potential solution to RVR

Post#32 » Tue Feb 06, 2018 7:26 am

Plaguewall wrote:I have a crazy suggestion, how about the renown gained from a zone is inversely proportional to the amount of time spent in a zone.
Get in zone, rank keep, fight like crazy, big renown.
Meander around zone, leave flags uncapped, bludge in warcamp, take five hours....not much renown.
The idea is that each BO or keep has a pool of renown, for the BOs it leaks (resulting in ticks that increase with continuous time held) but even if the BO is not held that renown continues to decline over time, rendering them worthless after a couple of hours (they still generate resources though).
Keeps would start with a pool of renown, that starts to decrease once a keep attack is initiated. If a keep is successfully defended, the defenders are rewarded with that mini-pool of renown, denying it to the attackers. A counter offensive could therefore net a tenacious defender with both a defence renown reward and a later offense reward. (If one side ragequits a dying zone)

This would encourage attackers to hit hard and fast, to get the most from BOs and to move to the next zone. An outnumbered or defending realm would benefit from being able to "steal" the BO's or defend a keep.

An issue I could see is the end result of a dead zone, at which point I'd say call it a draw and no-one gets anything if BO's aren't taken or Players at BO's get a final reasonable sized tick if the BOs are held.
Some really interesting ideas there. A way to keep rvr to a reasonable time frame would increase interest.
Alea iacta est

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roadkillrobin
Posts: 2773

Re: A potential solution to RVR

Post#33 » Tue Feb 06, 2018 7:36 am

Plaguewall wrote:I have a crazy suggestion, how about the renown gained from a zone is inversely proportional to the amount of time spent in a zone.
Get in zone, rank keep, fight like crazy, big renown.
Meander around zone, leave flags uncapped, bludge in warcamp, take five hours....not much renown.
The idea is that each BO or keep has a pool of renown, for the BOs it leaks (resulting in ticks that increase with continuous time held) but even if the BO is not held that renown continues to decline over time, rendering them worthless after a couple of hours (they still generate resources though).
Keeps would start with a pool of renown, that starts to decrease once a keep attack is initiated. If a keep is successfully defended, the defenders are rewarded with that mini-pool of renown, denying it to the attackers. A counter offensive could therefore net a tenacious defender with both a defence renown reward and a later offense reward. (If one side ragequits a dying zone)

This would encourage attackers to hit hard and fast, to get the most from BOs and to move to the next zone. An outnumbered or defending realm would benefit from being able to "steal" the BO's or defend a keep.

An issue I could see is the end result of a dead zone, at which point I'd say call it a draw and no-one gets anything if BO's aren't taken or Players at BO's get a final reasonable sized tick if the BOs are held.
The problem with that is that people would just abuse it by draging out the tmers to min max renown and therefor not really take initiative to win the maps until it's the moast profitible for them to do so rather then the right moment of oppurtiny. This leads to a unnatural zone progression that just gonna feel explitive and wrong.

It's a real hard thing to solve as it must both reward winning side and also must be worth it for the losing side to fight back even when they are at a severe dissadvantage.
The lack of end game city raids and rewards for winning the campain is kinda what creates the problem. The original design were kind on to something, winning the campain opened up PVE instances were the best gear (not really) were awarded. Only the side which sucessfully invaded could do these instances. There were pity ticks all the way up to the PVE instances making it worth defending. But the major difference is that only the winning side had a chance for the grand price. Now you're basicly just farming the same rewards and the only difference is that the losing side gets slightly less (if even that with AAO) then the winning side.
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