improving the general RvR-system - not just my two cents

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Nidwin
Posts: 662

Re: improving the general RvR-system - not just my two cents

Post#91 » Thu May 12, 2016 9:25 am

Shutyergob wrote:All of this is just trying 2 bandage over the original sin the creators of this game comitted, and that is having only two factions. This is the flaw from which all this zerg problems flow, like so much pus out of a rotting, infected wound. AAO with 3 factions would work wonders toward remedying the zerg.
Nope it won't, proven with GW2 and TESO, again sadly. But there they tried to blame it on French Canadiens, nightcapping by no-lifers and so on and so on.

What RvR games need is more Chiefwannachop mentality and less omg I'm going to die way too often and not earning any shinies. That's the real issue and having 200 000 factions isn't going to resolve anything.

Just look at the drama of the ruin wipe.
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Tiggo
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Posts: 1948

Re: improving the general RvR-system - not just my two cents

Post#92 » Thu May 12, 2016 9:39 am

i was just thinking:

we have no reward for taking bos. we have a loot roll for taking keeps. and we have a zone lock reward for everyone taking part in locking.

so basically you need to extra reward people guarding bos when the zone locks. taking bos already contributes to reward i think?

Its all about how much do you reward someone standing at a bo which was never attack and hinder exploits. Basically: Is it the defenders fault when his bo is not being attacked during a zone lock? he did his duty and defended against a POTENTIAL attacker.

Another option could be: COMPLETLY delete any reward during zone lock, no loot roll for keep takes no individual contribution for taking bos, keeps, etc. and increase the zone lock reward bearing the risk people standing afk in front of wc.

Very difficult...
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Azarael
Posts: 5332

Re: improving the general RvR-system - not just my two cents

Post#93 » Thu May 12, 2016 10:25 am

We already know what we're going to do with RvR. We just need the power to implement it.

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drmordread
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Re: improving the general RvR-system - not just my two cents

Post#94 » Thu May 12, 2016 2:13 pm

Azarael wrote:We already know what we're going to do with RvR. We just need the power to implement it.

Curious what you mean by power. (still wish I knew of some way to help you guys out)

And here is an idea that may stop people from crossing over to the zerging realm all the time ... add a loser tick but only if the aao is 120% or higher? Maybe? :)
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Ramasee
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Re: improving the general RvR-system - not just my two cents

Post#95 » Thu May 12, 2016 11:53 pm

Azarael wrote:We already know what we're going to do with RvR. We just need the power to implement it.
I'm sure we are all curious to know what the design idea for RvR you guys are aiming for is. I know I am.

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satori
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Re: improving the general RvR-system - not just my two cents

Post#96 » Wed May 18, 2016 6:55 pm

Azarael wrote:We already know what we're going to do with RvR. We just need the power to implement it.
can't wait to see the finished system :) all power to the devs!!!

thanks to all of you sharing your thoughts in this thread, i hope somewhere in those 10 pages is a gem or two useable for our devs!
imagine peace

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th3gatekeeper
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Re: improving the general RvR-system - not just my two cents

Post#97 » Wed May 18, 2016 8:13 pm

Azarael wrote:We already know what we're going to do with RvR. We just need the power to implement it.
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