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About bags, medals and general RVR

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Nefarian78
Posts: 463

Re: About bags, medals and general RVR

Post#81 » Sat Jan 05, 2019 9:52 pm

I have to agree, the AAO malus is one of the worst decisions i've ever seen in a pvp MMO.

A player should NEVER be penalized or discouraged for playing what they want to play or how, for multiple obvious reasons. Instead, players should be encouraged to do what is needed, in this case playing the underdog faction to balance fights.

While the change was made with good intention, it still remains an idiotic change for a game that is built entirely around killing each other. Only way i could maybe see this malus working is if it's much, much more localized, based on the amount of players in the same area to encourage splitting blobs. Even then, there would be multiple problems, like during keep sieges and (likely) technical problems.

I disagree completely about the individual bags. Individual loot roll is by far the best thing that has ever happened to RvR. I honestly have no idea how someone can even think of going back to the old bag system. It's not perfect, and it can be improved, but going back to the "i spent 8hrs in Reikland for a white bag" system would be by far the worst decision one could ever make. There should be more focus on killing players and less on capping keeps, on that i agree.

Personally, what drives me away the most from RvR is the time spent in a single zone. I absolutely hate being in the same zone, going back and forth between the same objectives, using the same roads for such extended periods of time. I'd rather have faster zone flips and less rewards/zone than having to spend 6hrs in the same place.

Then there's the keep lords... Hitting a glorified training dummy isn't fun. Remove them and add a flag to capture and hold for X amount of time instead. A fun mechanic would be to increase rewards from kills to the defending realm based on how much time they have left to get the keep flag back, for example. Encourages people to not give up, even if the situation is bad and time is short. Whether they succeed in taking the flag back or not, it's more fights and RR for both realms.
They done stole my character's names. Can't have **** in RoR.

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Aethilmar
Posts: 761

Re: About bags, medals and general RVR

Post#82 » Sat Jan 05, 2019 11:51 pm

CountTalabecland wrote: Sat Jan 05, 2019 3:34 pm
Aethilmar wrote: Fri Jan 04, 2019 8:15 pm
CountTalabecland wrote: Fri Jan 04, 2019 8:10 pm

I would for sure do that whether it had an award or not. Duos would be awesome.
An awesome way to enable yet a new set of whines about balance.
Much like solo roaming, winning and losing with that few people comes down to skill and positioning. Nothing to whine about except one's own shortcomings.
Your answer is incomplete. You chose to focus on only some of the things that are important. Arguably skill and position are among the least important things.

Others of significant importance (in order for how they trump skill and positioning):
1) Group comp or individual class matchups
2) Renown rank
3) Gear
Aethilmar 8x SM
Aenean 8x AM
Vusean 8x Chosen
Culwych 8x Magus
... and a host of others ...

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Secrets
Former Staff
Posts: 413

Re: About bags, medals and general RVR

Post#83 » Sun Jan 06, 2019 1:17 am

I do agree the malus is probably not needed or wanted. But I have a feeling the team did that as a drastic measure to provide some sort of relief to an immediate issue. It's a bandaid fix at most, and probably not something they wanted to do. That being said, i'm glad it started a conversation.

I think that first, removing the malus should be done, or removing the faction lock should be done. It's hurting early EU/late NA players by forcing them to play a faction, I have no destro characters I am interested in playing, and I shouldn't be punished for playing my faction of choice.

Secondly, there needs to be more activities and incentives for solo, small group and small warband play. There needs to be something to do for the outnumbered faction.

Here's some ideas.

Supplies:
-Increase the dependency of the supply system for ranking up keeps. This would mean making keeps unable to rank up past a certain amount without x amount of supplies. Each keep rank could take more supplies and this information could be displayed on SOTR, as SOTR only relies on a string sent by the server.
-Add a monetary reward bonus of x silver per supply turnin, shared with only your group or warband.
-Add a renown/xp/inf reward bonus for each player killed or assisted while holding supplies, applied upon successfully capturing supplies - like a BO bonus, but supply-based.
-Increase the value (renown/xp/inf) of supplies under the above system.
-Increase the frequency of supplies dropping under the above system.

Siege Weaponry
-Remove the dependency on resupplying keeps for siege weapons if your guild is involved in the zone. Add in better indicators when siege weapons are being used, so the moment a friendly siege weapon is deployed, you would be able to see it on the map. This would allow siege to be deployed at BOs to help players that may not be in a warband feel 'of importance' against a horde of 24 or more players. Return siege weaponry to a consumable item, instead of an infinite use item, to provide for a gold sink similar to oil.
-Decrease the amount of players by half for multipliers on siege weapons. Currently some siege weapons require that over x players be in the same area to deal significant damage, that damage should either be increased double or the number of players required for the multiplier to take effect should be decreased.

Keep Claiming:
-Keep claiming would allow for supplies delivered by your faction to grant all guild members in the zone a renown, experience and influence tick.
-Keep claiming would allow for supplies to be 'taxed' - this would allow for the war to fund itself. A percentage of coin will be deposited into your guild bank for every time someone captures supplies while a keep is claimed.

Battlefield Objectives:
-Allow guilds to claim specific battlefield objectives. Doing so would allow the periodic spawning of resources from the flag itself. It would be much less expensive (something like 5 gold) to do so compared to a keep.
-Enemies who strike a BO while it is claimed need to interact with the BO for 15 seconds, similar to a standard capture. It can be interrupted by damage. This will result in an instant flip of the BO, and they will capture the investment that the guild has wagered.
-Guilds could only claim one BO (or claim a keep) at a time.
-RP/Inf/XP Ticks for taking/defending your BO would be doubled as long as you are claiming the BO.
-At the end of a zone on flip, if you are holding the BO, your investment is returned if your guild has captured the zone or lost entirely if your guild has lost the zone.
-Guild members delivering guild supplies from a BO would count as double the value for the realm and the tick.

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anarchypark
Posts: 2085

Re: About bags, medals and general RVR

Post#84 » Sun Jan 06, 2019 6:24 am

here is my feedback.
order zerg stopped from first day of patch.
at least aao numbers are reducing.
a lot of pug zerg riders doing something else i guess.

it's true small scale got punishment.
tbh, is there any challenge in small grp as zerg side?
beside easy picking BO cappers and WC solos who were too busy to reinforce underdogs wb.

being zerg side means a lot of area is covered by your ally. providing you safe operation area. whether you acknowledge it or not.

so far i've seen only 1 order 6man fight back against 300+ aao zerg.
so, extream pug wb zerg is stopped, small scale also reduced.
not sure why small grp don't change zones for their game.
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

Sulorie
Posts: 7461

Re: About bags, medals and general RVR

Post#85 » Sun Jan 06, 2019 12:12 pm

anarchypark wrote: Sun Jan 06, 2019 6:24 am
not sure why small grp don't change zones for their game.
Most likely because the other zones are empty and the underdog faction has not the manpower to populate 2 zones at all.
Dying is no option.

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aa91837
Posts: 116

Re: About bags, medals and general RVR

Post#86 » Sun Jan 06, 2019 3:00 pm

anarchypark wrote: Sun Jan 06, 2019 6:24 am
so, extream pug wb zerg is stopped
err..no, right now in Praag 170 ordaz vs ~70 destro
Nobody on the broken noob class

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anarchypark
Posts: 2085

Re: About bags, medals and general RVR

Post#87 » Sun Jan 06, 2019 3:29 pm

Sulorie wrote: Sun Jan 06, 2019 12:12 pm
anarchypark wrote: Sun Jan 06, 2019 6:24 am
not sure why small grp don't change zones for their game.
Most likely because the other zones are empty and the underdog faction has not the manpower to populate 2 zones at all.

small scale players claim they don't care campaign, wb, whether zerg or underdog.
they could go new open zone and fight each other unless they wanna picking solos.
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

Sulorie
Posts: 7461

Re: About bags, medals and general RVR

Post#88 » Sun Jan 06, 2019 4:57 pm

anarchypark wrote: Sun Jan 06, 2019 3:29 pm
Sulorie wrote: Sun Jan 06, 2019 12:12 pm
anarchypark wrote: Sun Jan 06, 2019 6:24 am
not sure why small grp don't change zones for their game.
Most likely because the other zones are empty and the underdog faction has not the manpower to populate 2 zones at all.

small scale players claim they don't care campaign, wb, whether zerg or underdog.
they could go new open zone and fight each other unless they wanna picking solos.
You miss the point. When zerg faction small scale ppl change to other zone, some people from underdog faction have to change zone too. When the bigger faction has much more players, they will be dominant in other zone as well and therefore get less rewards in both zones.
When you want to fight for no rewards at all, you can stay in one zone, there is hardly a difference.
Dying is no option.

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anarchypark
Posts: 2085

Re: About bags, medals and general RVR

Post#89 » Sun Jan 06, 2019 7:48 pm

Sulorie wrote: Sun Jan 06, 2019 4:57 pm
anarchypark wrote: Sun Jan 06, 2019 3:29 pm
small scale players claim they don't care campaign, wb, whether zerg or underdog.
they could go new open zone and fight each other unless they wanna picking solos.
You miss the point. When zerg faction small scale ppl change to other zone, some people from underdog faction have to change zone too. When the bigger faction has much more players, they will be dominant in other zone as well and therefore get less rewards in both zones.
When you want to fight for no rewards at all, you can stay in one zone, there is hardly a difference.

that's theory.
how they gonna have same aao in new zone? small scale players are not defined by % of population.
you never know what's aao gonna be.

in fact, they didn't move to new zone b4 malus patch.
they all say i hate zerg, yet they stay zerg zone.
with malus, small scale in zerg side have 1 more reason to move.
unless they wanna pick solos.
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

Sulorie
Posts: 7461

Re: About bags, medals and general RVR

Post#90 » Sun Jan 06, 2019 8:50 pm

anarchypark wrote: Sun Jan 06, 2019 7:48 pm
Sulorie wrote: Sun Jan 06, 2019 4:57 pm
anarchypark wrote: Sun Jan 06, 2019 3:29 pm
small scale players claim they don't care campaign, wb, whether zerg or underdog.
they could go new open zone and fight each other unless they wanna picking solos.
You miss the point. When zerg faction small scale ppl change to other zone, some people from underdog faction have to change zone too. When the bigger faction has much more players, they will be dominant in other zone as well and therefore get less rewards in both zones.
When you want to fight for no rewards at all, you can stay in one zone, there is hardly a difference.

that's theory.
how they gonna have same aao in new zone? small scale players are not defined by % of population.
you never know what's aao gonna be.

in fact, they didn't move to new zone b4 malus patch.
they all say i hate zerg, yet they stay zerg zone.
with malus, small scale in zerg side have 1 more reason to move.
unless they wanna pick solos.
Dude, it is just math. When 100 order are in a zone A and 50 destro, 30 order could move to zone B. In zone B you will have 30 order and 0 destro, unless destro from zone A leave as well. You can turn it how you want, either the balance in zone A becomes even worse, when people leave in a 1:1 ratio or you the same faction will be dominant in zone B too.

What you say only happens, when both factions are overall pretty equal and just raid different zones. Then small teams could swap to fight against all odds in other zone and increase overall balance.
Dying is no option.

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