Alternative solution:
Increase amount of xp needed to gain a level 20x, 50x, 100x! People will remain at lower levels longer enjoying the great game altogether at T1 and later when T4 will appear at T2 and T3. Our aim is to make every zone full of people playing together, right? Imagine all those wonderful PQs working!
T1 is abysmal
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Re: T1 is abysmal
magicthighs wrote:Finding bugs is what players are for. The RoR team itself doesn't have the people nor the time to do that.
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Re: T1 is abysmal
That's too extreme, imho.OldPlayer wrote:Alternative solution:
Increase amount of xp needed to gain a level 20x, 50x, 100x! People will remain at lower levels longer enjoying the great game altogether at T1 and later when T4 will appear at T2 and T3. Our aim is to make every zone full of people playing together, right? Imagine all those wonderful PQs working!
I don't want RoR to become a Korean mindless grindy game.
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Re: T1 is abysmal
How about incentives in both 'directions' while ultimately getting new players leveled faster (both XP & RR) to keep end game rolling while keeping T1 populous enough that it's not 11 levels of suicide run hour after hour?
-Current end-tier (-game) players are granted the option to switch on "Advisor Mode". Accounts in advisor mode have only four character slots: Heal, Tank, (m/r)dps and those slots cannot level above 11 (if cap is 12) or 14 (if cap is 15), or are simply set at which ever respective level vs. level cap there is. There are no advantages or special bolster, nor gear, nor weaps. However, the server tracks time invested with new accounts (for first-ever log in) and upon investment of "X" hours/new account levels achieved while grouped with new account holders, while going through a UI checklist that the server tics off upon completion of "Y" tasks/hours invested with each respective new account. The server then mails/gives the Advisor's Main Character "Z" reward, bind on pickup uber gear/weap(s)/mount (speed or skin)/pocket item/trinket/special title/special currency toward purchase of the above or some other badass item(s).
The character names are displayed in an "Available Advisors" window on new account (not new characters) first-ever log in tips screen and as long as the new account is grouped with an advisor(s) that account earns a ridiculous boost to XP/RR/RvR currency/T2 mount voucher(s). The XP/RR gain could be increased if the new account joins a guild. The guild the new account joins could also earn special banner tactics, or increased leveling (guild) gains, or rewards-earning increased provided the new account stays with the guild "X" amount of time/if the Advisor's account is also a member of that guild.
Limit one Advisor per group, or keep earnings uniform regardless of multiple Advisors within a group so there's no additive/multiplicative earnings.
My two cents. There are a lot of great suggestions in this thread already. Good hunting!
-Current end-tier (-game) players are granted the option to switch on "Advisor Mode". Accounts in advisor mode have only four character slots: Heal, Tank, (m/r)dps and those slots cannot level above 11 (if cap is 12) or 14 (if cap is 15), or are simply set at which ever respective level vs. level cap there is. There are no advantages or special bolster, nor gear, nor weaps. However, the server tracks time invested with new accounts (for first-ever log in) and upon investment of "X" hours/new account levels achieved while grouped with new account holders, while going through a UI checklist that the server tics off upon completion of "Y" tasks/hours invested with each respective new account. The server then mails/gives the Advisor's Main Character "Z" reward, bind on pickup uber gear/weap(s)/mount (speed or skin)/pocket item/trinket/special title/special currency toward purchase of the above or some other badass item(s).
The character names are displayed in an "Available Advisors" window on new account (not new characters) first-ever log in tips screen and as long as the new account is grouped with an advisor(s) that account earns a ridiculous boost to XP/RR/RvR currency/T2 mount voucher(s). The XP/RR gain could be increased if the new account joins a guild. The guild the new account joins could also earn special banner tactics, or increased leveling (guild) gains, or rewards-earning increased provided the new account stays with the guild "X" amount of time/if the Advisor's account is also a member of that guild.
Limit one Advisor per group, or keep earnings uniform regardless of multiple Advisors within a group so there's no additive/multiplicative earnings.
My two cents. There are a lot of great suggestions in this thread already. Good hunting!

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Re: T1 is abysmal
The XP off books are probably the easiest to implement - in order to avoid twinking, we could make sure that XP off books only work up to level 10 for T1, level 20 for T2... and have the chicken cap 2 levels above that, so a T1 twink would stay at level 10 and would have to face potential players 2 levels above on the bracket - level 10, 20, 30... are good points because the character gains significant new abilities... Also, level 12 in T2 is really not that fun with a top bracket at 26.Sulorie wrote:The first mistake is setting the t1 cap at lvl 12. The right cap was lvl 15, which allows players to choose whether they play in t1 or t2 until they hit lvl 16.
Just remake the tier structure from live servers, because it was balanced.
To populate lower tiers you only have 2 options, while implementing shifting rvr lakes rotating through all tiers.
1.) Add a debolster functionality, which has to be much more potent than the one during saga live event.
2.) Xp off books, which give the incentive to make twinks and park some in every tier to be ready when the active tier changes.
The last option is the easiest one to implement, having further advantages. People are not punished for pve anymore, as xp can be stopped.
Twinks only become an issue, when they have imbalanced gear, which is hard to get. This is not the case anymore with the removal of lotd items.
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Re: T1 is abysmal
I think the easiest solution is the double xp/xp off book.
since we cant really use the RR points right now you dont really have to worry about twinking.
xp off book for people who want to stay in the lower tier and double xp book for those who want to get to T2 without having to grind for hours. (Some players might have friends/guildies in the higher tier or just want to get the current "end game" experience)
Just my opinion
since we cant really use the RR points right now you dont really have to worry about twinking.
xp off book for people who want to stay in the lower tier and double xp book for those who want to get to T2 without having to grind for hours. (Some players might have friends/guildies in the higher tier or just want to get the current "end game" experience)
Just my opinion
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Re: T1 is abysmal
You are right o n the money about the level caps. I believe there is also the need to 'fix' or reset the renown bracket limitation at those correct tier levels and scenarios.Sulorie wrote:The first mistake is setting the t1 cap at lvl 12. The right cap was lvl 15, which allows players to choose whether they play in t1 or t2 until they hit lvl 16.
Just remake the tier structure from live servers, because it was balanced.
To populate lower tiers you only have 2 options, while implementing shifting rvr lakes rotating through all tiers.
1.) Add a debolster functionality, which has to be much more potent than the one during saga live event.
2.) Xp off books, which give the incentive to make twinks and park some in every tier to be ready when the active tier changes.
The last option is the easiest one to implement, having further advantages. People are not punished for pve anymore, as xp can be stopped.
Twinks only become an issue, when they have imbalanced gear, which is hard to get. This is not the case anymore with the removal of lotd items.
Do you have the details on all the tiers level/RR level for those brackets?
something like
t1 15/19
t2 32/39
t3 39/79
??
Scenarios were later combined into 3 tiers? I think that was a smart move, I can't remember the details atm.

Re: T1 is abysmal
I think the easiest solution is the double xp/xp off book.



Agreed, and seconded.
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-GaruchillaJoe
"Warison"
-A bugle call to attack
-GaruchillaJoe
"Warison"
-A bugle call to attack
Re: T1 is abysmal
Bo's giving 50 influence is horrible (try capping dwarf/orc) yikes.
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Re: T1 is abysmal
Increase the influence gained in T1 RvR, scens are easy to join and will directly compete with the ORvR population. Lowering the influence cost or increasing the gain per kill/BO would encourage 0RvR, and make it possible to get full influence before you ding 12. Additionally hold an event where everyone who participates, or winners, will get max influence. Hold it in the greenskin pairing and watch people flock to you.'
Premades roll through t2 scens, and T2 keep pve to boot ruins the fun; some T1 sounds fun.
Premades roll through t2 scens, and T2 keep pve to boot ruins the fun; some T1 sounds fun.
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Re: T1 is abysmal
I'd ask why T1 Order can range nuke and T1 Destro can't. Also on multiple occasions T1 RvR locked for Destro for FIVE MINUTES and then pooped IMMEDIATELY to ORDER CONTROL. (I've seen this happen three times). The reverse I've never seen happen.
I'll just say it: Someone loves Order.
I'll just say it: Someone loves Order.




































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