RvR Idea
Posted: Thu Dec 31, 2015 3:33 pm
Hi to everyone.
I just thought one thing for RvR.
I know that is boring to run all over the map for flag and keep, having all players concentrated in a small area with lags and crashes sometimes or having a red carpet of enemies that runs on everything that it encounters.
So What about improving a kind of roaming and balancing number in RvR Areas?
I mean, it always happens this:
"A flag is spamming" -> everyone to it and no1 stays at keep for door
" there is an enemy over there" -> 3/4 wb party run behind him\her
" A flammed keep" -> lots of ppl go there with the usual problems.
How to resolve those problems?
1) Tick Problem: I thought to make the flag\Keep tick on all map, so ppl are encouraged to make roaming and not a party at flags. So everyone can choose freely what to do: Defend flag? Roaming? Keep? WC camping?
To prevent leechers, the RR map tick will be a "lil" far from WC, so if you want to stay AFK for ticks, surely you'll die becouse guards or cannons (when implemented) will not defend you.
2) We are Zergs: I wonder, there are 3 maps for playing, why is always everyone in the same map at the same time? The answer is easy, for the tick and zerg. There is the AAO of 400%-500%, it is more xp and RR if you can kill someone but it also means that a red river is coming and in about 15 secs kills player and lord. Not funny for who is defending without a minimum of chance or time to enjoy a little a sure defeat. How to resolve it? I thought to introduce a debuff that works on the contrary of AAO, that gives less XP and RR after starting a certain % of AAO. Till AAO 200% no debuff, after the mass zerg starts to get it (its an example) that increase with the enemies'AAO from that point on. With this, ppl are encouraged to play in other areas when they are a lot.
It's just an idea and proposal, so don't make post like "You noob", "Idiot", etc ... but try to think about it, maybe it's not so stupid at what it can be, becouse both factions could be in this situation.
I just thought one thing for RvR.
I know that is boring to run all over the map for flag and keep, having all players concentrated in a small area with lags and crashes sometimes or having a red carpet of enemies that runs on everything that it encounters.
So What about improving a kind of roaming and balancing number in RvR Areas?
I mean, it always happens this:
"A flag is spamming" -> everyone to it and no1 stays at keep for door
" there is an enemy over there" -> 3/4 wb party run behind him\her
" A flammed keep" -> lots of ppl go there with the usual problems.
How to resolve those problems?
1) Tick Problem: I thought to make the flag\Keep tick on all map, so ppl are encouraged to make roaming and not a party at flags. So everyone can choose freely what to do: Defend flag? Roaming? Keep? WC camping?
To prevent leechers, the RR map tick will be a "lil" far from WC, so if you want to stay AFK for ticks, surely you'll die becouse guards or cannons (when implemented) will not defend you.
2) We are Zergs: I wonder, there are 3 maps for playing, why is always everyone in the same map at the same time? The answer is easy, for the tick and zerg. There is the AAO of 400%-500%, it is more xp and RR if you can kill someone but it also means that a red river is coming and in about 15 secs kills player and lord. Not funny for who is defending without a minimum of chance or time to enjoy a little a sure defeat. How to resolve it? I thought to introduce a debuff that works on the contrary of AAO, that gives less XP and RR after starting a certain % of AAO. Till AAO 200% no debuff, after the mass zerg starts to get it (its an example) that increase with the enemies'AAO from that point on. With this, ppl are encouraged to play in other areas when they are a lot.
It's just an idea and proposal, so don't make post like "You noob", "Idiot", etc ... but try to think about it, maybe it's not so stupid at what it can be, becouse both factions could be in this situation.