Ultimate Discussion About Current RvR
Posted: Mon Jan 29, 2018 2:02 pm
Warhammer Online, Age of Reckoning is a RvR game and the whole notion of the game is : Realm v Realm. The big question is, what people think about current RvR system and possible suggestions without being salty ? Keep in mind the current system didn't fully implemented, so we gonna discuss about an unfinished product.
Dev Diary November 2017 : viewtopic.php?f=2&t=23916
PROS :
-Map Diversity
-No More 6-7 Hour Snore Fest Zone Locks.
-You can be pretty competitive even Level 16+
-More Players
-Accessable Posterns
-No more 3-4 k Cannon Spam
-No more 1 shotter Keep Lord
-No more locked BO's. (Who likes to wait on a BO like 4-6 minutes? )
-No more only one zone avaliable.
-Siege merchant at warcamps.
-Teleport to owned BO's.
CONS :
-Anti PvE Door System : It forces people to stay in most populated zone ; that means more zones avaliable idea falling apart. Let people try for empty keeps, greed will be punished by some people. If not, most zergy zone will be less zergy which is a good step up.
- Loser Bags : The main idea is good but i prefer defensive tick -needs a definition obviously- , most of the times people just don't prefer to defend keep when under attack. Less resistance, faster loser bags.
- Warcamp Buffs, Warcamp Cannons: One of the main reason to create middle BO [ Praag, Eataine for example ] zerg vs zerg ping pong. The fight should be over somehow, not to try bait aoe cannons, warcamp buffs. All RvR zones have multiple access [ maybe except caledor ]
- Ram Kamikaze : I think this is the most annoying thing about RvR, no need to explanation.
- BO System : Current BO's are meaningless -%30 buff/debuff is a good step up tho- , they are keep being forgotten after ram is avaliable. And that creates zerg aswell.
- Contribution and Bags : There is no formula about it and feels like it's random most of the times. I remember getting a purple bag with 1 kill and afk like 5-10 minutes with high aao. Contribution should be dissapear with 10-15 minutes of afk.
- Draw Timer : It forces people to being lazy, even its 4-5 hours, people just dont bother to take keeps.
- Easy mode Keep Lords : I remember the days keep lords were one shotting a warband, definetly not prefering that but, pugs shouldn't be able to take down a keep without any problem.
- Bottom Floor Funnel : When the keep lords were a legend, lords room funnel was a thing -hello 2016- , atm with good numbers of players you can hold bottom floor forever even you're defender or attacker.
- Keep Door Healing : I kinda liked the old system tbh which causes chaos for attackers.
SUGGESTIONS :
- BO's : No BO timers but BO's generates NPC's every X minute. Every wave will be more stronger than before and with a little chance of Rare Fortune Drop of last wave [ Designs for 24 man max but scales with numbers ]. After last wave BO locks itself like X minutes. If pug zerg tries to farm BO's one by one, system spawns a super high level lord and one shot's everyone. Also the npc's on bo should give xp aswell.
- Ram : Ram should be avaliable for attacks for sure but for preventing kamikaze; every tick of ram causes X amount of AoE damage around it.
-No AoE Cannons, No warcamp buffs : Making pvp more free will create more interesting combats imho, i'd say even pve areas people should be flagged.
-No draw timers, No loser bags : Every kill generates 2x 3x 4x 5x conq medallions depends on how aao is. Better way to motivate defenders imho.
-Morale bombs : No one enjoys getting one shot by 12312 morales at the same time cause there is no counter for it. Maybe a new immunity for morales solve it.
-Accessable Posterns : It shouldn't be avaliable for attackers if underdog got high aao.
-Onslaught aka chapter 22 pq's : Should be a RvR zone like Beastlord Lairs. More action, more drama, more blood.
-Personal AAO : Not sure if it's ever be possible but, the real AAO is imho the personal one. Let's say 10 warband on order and 5 warband on destro in a zone. Destro should have very high AAO with current system. What if destro decides to move as 5 warband all the time while order warbands moves one by one ?
Dev Diary November 2017 : viewtopic.php?f=2&t=23916
PROS :
-Map Diversity
-No More 6-7 Hour Snore Fest Zone Locks.
-You can be pretty competitive even Level 16+
-More Players
-Accessable Posterns
-No more 3-4 k Cannon Spam
-No more 1 shotter Keep Lord
-No more locked BO's. (Who likes to wait on a BO like 4-6 minutes? )
-No more only one zone avaliable.
-Siege merchant at warcamps.
-Teleport to owned BO's.
CONS :
-Anti PvE Door System : It forces people to stay in most populated zone ; that means more zones avaliable idea falling apart. Let people try for empty keeps, greed will be punished by some people. If not, most zergy zone will be less zergy which is a good step up.
- Loser Bags : The main idea is good but i prefer defensive tick -needs a definition obviously- , most of the times people just don't prefer to defend keep when under attack. Less resistance, faster loser bags.
- Warcamp Buffs, Warcamp Cannons: One of the main reason to create middle BO [ Praag, Eataine for example ] zerg vs zerg ping pong. The fight should be over somehow, not to try bait aoe cannons, warcamp buffs. All RvR zones have multiple access [ maybe except caledor ]
- Ram Kamikaze : I think this is the most annoying thing about RvR, no need to explanation.
- BO System : Current BO's are meaningless -%30 buff/debuff is a good step up tho- , they are keep being forgotten after ram is avaliable. And that creates zerg aswell.
- Contribution and Bags : There is no formula about it and feels like it's random most of the times. I remember getting a purple bag with 1 kill and afk like 5-10 minutes with high aao. Contribution should be dissapear with 10-15 minutes of afk.
- Draw Timer : It forces people to being lazy, even its 4-5 hours, people just dont bother to take keeps.
- Easy mode Keep Lords : I remember the days keep lords were one shotting a warband, definetly not prefering that but, pugs shouldn't be able to take down a keep without any problem.
- Bottom Floor Funnel : When the keep lords were a legend, lords room funnel was a thing -hello 2016- , atm with good numbers of players you can hold bottom floor forever even you're defender or attacker.
- Keep Door Healing : I kinda liked the old system tbh which causes chaos for attackers.
SUGGESTIONS :
- BO's : No BO timers but BO's generates NPC's every X minute. Every wave will be more stronger than before and with a little chance of Rare Fortune Drop of last wave [ Designs for 24 man max but scales with numbers ]. After last wave BO locks itself like X minutes. If pug zerg tries to farm BO's one by one, system spawns a super high level lord and one shot's everyone. Also the npc's on bo should give xp aswell.
- Ram : Ram should be avaliable for attacks for sure but for preventing kamikaze; every tick of ram causes X amount of AoE damage around it.
-No AoE Cannons, No warcamp buffs : Making pvp more free will create more interesting combats imho, i'd say even pve areas people should be flagged.
-No draw timers, No loser bags : Every kill generates 2x 3x 4x 5x conq medallions depends on how aao is. Better way to motivate defenders imho.
-Morale bombs : No one enjoys getting one shot by 12312 morales at the same time cause there is no counter for it. Maybe a new immunity for morales solve it.
-Accessable Posterns : It shouldn't be avaliable for attackers if underdog got high aao.
-Onslaught aka chapter 22 pq's : Should be a RvR zone like Beastlord Lairs. More action, more drama, more blood.
-Personal AAO : Not sure if it's ever be possible but, the real AAO is imho the personal one. Let's say 10 warband on order and 5 warband on destro in a zone. Destro should have very high AAO with current system. What if destro decides to move as 5 warband all the time while order warbands moves one by one ?