Re: [DISCUSSION] RVR - likes/dislikes/possible improvement?
Posted: Thu Apr 06, 2017 10:27 am
Atm conversion is main problem. It should be able to convert officers <->conquerors and emblems <>medalions. That would solve most problems.
Warhammer Online
https://returnofreckoning.com/forum/
Iam rly not a Fan from The Rng System for zone locks But my opinion to Just dont reward locks with Bags dont has many friends. I would like Winner lock 20 Medaillons looser 10 and gg But Make genesis and purple weapons buyable with MedaillonsAcidic wrote:I believe that a lot of the time people are reading into threads shushes that aren't there. The majority of the time i do not see complaints about the effort / time used to get the medals. I have mostly seen complaints around the distribution model, That is conq medal drops on killing blow and RNG. This method causes bad feelings and is clearly reflected in the number of threads about the subject.
The keep bags system may not be the best for all but it is probably now the best for the most players after the adjustments.
Late reply, but here is the sugestion I designed a while back.kirraha wrote:Can you please explain it for us aswell?roadkillrobin wrote:I've actually sugested a system that does this.saupreusse wrote:
thats actually one of the harder tasks.
Your idea is similar to what I had proposed a page before:roadkillrobin wrote: Imagine the basic function of RVR pretty much work like a modified version of Nordenwatch. RVR lakes pretty much becomes a point race.
BO: Remove timers. To capture a BO you only need to stand in close proximity to the flag for X amount of time, A flipped BO rewards your realm 10 points/second while subtracting 1 point/second for the enemy realm.
Keeps: The main change from current mechanic is that a keep resets back to original owner 10 min after it has been taken. You may pick up rams anytime you like and for the sake of opportunity doors can once again be attacked by attacks that uses STR baseline. Doors are immune to Int and BS based attacks. 10min after a keep has been taken, the relevant mighty entity (Gork for Greenskin Keeps, Khaine for Elf Keeps etz)takes interest in the fight and blast the keep area for 50 000 damage to prevent any enemies from camping inside the taken keep area.
Killing an enemy keep lord will reward the attacking realm 100 000 points and subtract 10 000 points from enemy points.
Kills: Kills awards your realm 5 points and subtract 1 point from the enemy points.
Flipping the zone: The realm that first manage accumulate 500 000 points gets the win.
I personally dislike the "subtracts from enemy points" idea. I dont think you need to have this. I also think that modifying the gain rate by AAO is an important piece that allows 1 WB to WANT to fight against the other side's 3 WBs... because with X% AAO any point gain, kill, etc they get drastically helps level the playing field.th3gatekeeper wrote:
1) Develop a "points" system for each aspect of RVR.
- Holding a BO generates 1 point/sec. (modified by AAO)
- Turning in supplies, levels up the keep, but ALSO generates "points". (modified by AAO)
- Killing a Keep Lord generates say 50,000 points. (Modified by AAO)
- Kills generate points. Maybe 10 points per kill in a zone. (Modified by AAO)
- REMOVE BO lock timers.
Lets say any zone requires 100,000 to lock.
Im sure its been thought about... Maybe I am wrong... But it seems to me that mimicing SCs/PQ Ruin farm on a larger scale would be intuitive to newer players, and is the best of both worlds.Collateral wrote: The idea Viskag(th3gatekeeper) proposed seems a fairly good one. And tbh, I think many people came to the same conclusion, or at least a decent amount. Making the RvR similar to scenarios and ruin PQs is not something that has never been thought about before, I'm sure. But obviously, it has never been tried before. I think a great majority of players would agree that RvR needs changes, so why not start with those pesky BO timers and changing the loot system similar to those of PQs.
(not writing this @ you, more using your comment quoted to further the discussion around medal earn rate)Collateral wrote:On our wb day, I get 20-30 medals on average, playing a tank (so if I would play on every wb day, which I don't, I would get around 70-90 medals per week). When it comes to getting medals, it really does depend on your dps, as everyone knows. In our guild we have pretty good dps players, who are usually dispersed around the groups, so everyone gets their fair share of DBs (although, the group with Leakypants tends to get the most). And when we morale bomb, medals start flying, especially when you time them right, your group can easily get 6-7 kills, if not more.
I guess im not sure how it can be exploited... If 1 side has AAO, it means they are significantly outnumbered... If you have an add/subtract mechanic, it basically double dips for the winning side... You need some sort of "catch up" mechanic for the losing side, otherwise all that will happen is side A is winning with say 50k points, side B is losing with 10k and nobody wants to do anything... Generally speaking, a side that has 400% AAO for example is going to have a REALLY tough time holding BOs for very long, turning in supplies, or getting kills, so it should be a 4:1 ratio for them. So AAO is designed to not only help level the playing field, but give them reason to WANT to fight against a huge zerg...roadkillrobin wrote:I really don't like the idea of AAO having a impact on either the combat mechanic or the objective mechanics since the population in the lake is moastly based on the realm community and it can also be exploited as hell to get benefited "match" points progression. XP, Inf and Renown bonuses doesn't affect the "match" mechanics and can therefor not be exploited to "win" the game. In general the online population is fairly ballanced. If the lake is unballanced it's largly a community/player issue and shouldn't be fixed by underdog mechanics.Spoiler:
I added the deminishing points system as as sort of comeback mechanic and I know that the players who like to play the underdog realm tends to go for kills rather then actually playing the match of ORVR. So I added the best points to deminishing points ratio on the kills so these players actually feel included in the campain and fill a purpse for the progression.