Some ORvR ideas :)
Posted: Sun Nov 21, 2021 7:53 pm
Hello!
After Arroswar post (viewtopic.php?f=15&t=46859), I had few more suggestions about ORvR, to make it -maybe- a little bit "deeper".
Point is this great game can't be a city rush for gear only. I mean, lets imagine you get your complete BiS armor and weapon (the "End game").
So what? When this long and hard purpose reached, what are you doing? You stop playing? You start another character? Imo, Warhammer Online can't be summarized to this.
War never stop. And fighting is the heart of this game, even naked.
So here are some ideas, from my sick brain. Take it as perfectible/enhancable suggestions. Nothing more.
I. Groups and Warbands.
Arroswar pointed the interest to "slow down" the campain. I agree this point, while thinking nonetheless that character speed/vs map size is probably not the issue.
In my honnest opinion, major issue who makes OrvR rythm so "fast" is the perpetual population imbalance, linked to the relative impossibility for the underpopulated faction to oppose a consistant resistant; leading to an open corridor with low resistance for domninating faction.
In such case, being outnumberred is a problem, and AAO doesn't replace any missing player.
In the other hand, having a silly thought (is it important to have such kind of thought), it appears that a single player could win versus 100 opponents, IF the player had to fight those 100, one by one.
This said, what am i thining about? About zerg ofc. (i don't like this word. 6vs1 is a zerg at some point), but more generally the way the game has always been designed, giving the possibility to players to gather inside a warband : 24 players.
Tell me. What needs 24 players in ORvR? Taking a BO (1 man)? Moving a Ram (1man)? Moving a siege weapon (1 man)? hitting a door (4 mens)? Moving a supply (1 man)?
In fact, taking a keep and locking an area asks more than a single group, for the rest... 4 ppl can do the trick.
In conclusion, the warband size is maybe disproportionnate compared with specific objectives. Common objective are faction related and involve the whole faction. (For exemple, i have never seen a warband splitting for real on 4 BOs. Na. It moves like a single block).
So what?
As an intersting solution/test, reducing warband classic/PU size to 2 groups (12 players max) and set aside 4 groups warband for (the guild level you want) Guild/Ally warbands only (atleast it could justify to have a guild...).
What does it change? No so much in fact, but probably enough to make things a little different in term of imbalances population management, acting as a lift.
> It "splits" a faction in smaller blocks and encourages communication, focusing on a scaled objective, without depriving the possibility to gather with other groups for common objectives (or "zerg" (but it should be slightly harder in term of focus))
> It "reintroduce" in a emphasized way 6mens in ORvR, and justifying in extenso the fact to have a full BiS character and continue to play it, for fight and fame (not the purple one).
> It gives the possibily to find scaled and enthusiastic fights (thats the point no?). 6 vs 12 is always better than 6 vs 24...
> As a bonus, it may open the way to WB scenarios (12 players).
> As a bonus (bis) it may helps to enter cities more efficiently.
> It could invite players to join Bigger guilds, and guilds to recruit more players to create the game in a different way
II. The Empty tome tactic slot. (not the more precise idea of the list)
At some point, this slot has never been usefull but in PvE on former official server. Sad.
What about making it usefull as a "passive" and unique class based ability?
This idea is not super precise for me, but i had in mind as an exemple, to give to witch elves/Witch hunters the abilty to reveal enemies on the minimap (like 500 radius) (if you played on original, that was the gutter runner ability), or the abilty to extend its own stealth to his group (with conditions OBVIOUSLY, like staying motionless, and not using ability).
This ability could be stackable (extended radius, longer timer....) on the base of number of player of the same classe inside the group.
This exemple was obvious for me, cause stealth mode is quite useless when you play in a warband/full group.
III. The Guild Standard.
Who use his glorious standard in the lake? almost no one. Saaad.
If the first suggestion is something RoR team is interested to explore, maybe Giving some interest to the guild standard could be something giving a plus. It would be interesting when the guild standard is held in the lake making that the group/warband (around the standard ofc) become visible by other groups/warbands of the faction on the minimap (inverted gutter runner mechanics), making information/organisation/strategy more efficient. We see where the ram is. SHowing where a standard (or dots around) should be possible i guess.
Dunno if anyone gonna care about it, but i'm glad to share ideas when got some.
Voila.
XoXo
Yali.
After Arroswar post (viewtopic.php?f=15&t=46859), I had few more suggestions about ORvR, to make it -maybe- a little bit "deeper".
Point is this great game can't be a city rush for gear only. I mean, lets imagine you get your complete BiS armor and weapon (the "End game").
So what? When this long and hard purpose reached, what are you doing? You stop playing? You start another character? Imo, Warhammer Online can't be summarized to this.
War never stop. And fighting is the heart of this game, even naked.
So here are some ideas, from my sick brain. Take it as perfectible/enhancable suggestions. Nothing more.
I. Groups and Warbands.
Arroswar pointed the interest to "slow down" the campain. I agree this point, while thinking nonetheless that character speed/vs map size is probably not the issue.
In my honnest opinion, major issue who makes OrvR rythm so "fast" is the perpetual population imbalance, linked to the relative impossibility for the underpopulated faction to oppose a consistant resistant; leading to an open corridor with low resistance for domninating faction.
In such case, being outnumberred is a problem, and AAO doesn't replace any missing player.
In the other hand, having a silly thought (is it important to have such kind of thought), it appears that a single player could win versus 100 opponents, IF the player had to fight those 100, one by one.
This said, what am i thining about? About zerg ofc. (i don't like this word. 6vs1 is a zerg at some point), but more generally the way the game has always been designed, giving the possibility to players to gather inside a warband : 24 players.
Tell me. What needs 24 players in ORvR? Taking a BO (1 man)? Moving a Ram (1man)? Moving a siege weapon (1 man)? hitting a door (4 mens)? Moving a supply (1 man)?
In fact, taking a keep and locking an area asks more than a single group, for the rest... 4 ppl can do the trick.
In conclusion, the warband size is maybe disproportionnate compared with specific objectives. Common objective are faction related and involve the whole faction. (For exemple, i have never seen a warband splitting for real on 4 BOs. Na. It moves like a single block).
So what?
As an intersting solution/test, reducing warband classic/PU size to 2 groups (12 players max) and set aside 4 groups warband for (the guild level you want) Guild/Ally warbands only (atleast it could justify to have a guild...).
What does it change? No so much in fact, but probably enough to make things a little different in term of imbalances population management, acting as a lift.
> It "splits" a faction in smaller blocks and encourages communication, focusing on a scaled objective, without depriving the possibility to gather with other groups for common objectives (or "zerg" (but it should be slightly harder in term of focus))
> It "reintroduce" in a emphasized way 6mens in ORvR, and justifying in extenso the fact to have a full BiS character and continue to play it, for fight and fame (not the purple one).
> It gives the possibily to find scaled and enthusiastic fights (thats the point no?). 6 vs 12 is always better than 6 vs 24...
> As a bonus, it may open the way to WB scenarios (12 players).
> As a bonus (bis) it may helps to enter cities more efficiently.
> It could invite players to join Bigger guilds, and guilds to recruit more players to create the game in a different way
II. The Empty tome tactic slot. (not the more precise idea of the list)
At some point, this slot has never been usefull but in PvE on former official server. Sad.
What about making it usefull as a "passive" and unique class based ability?
This idea is not super precise for me, but i had in mind as an exemple, to give to witch elves/Witch hunters the abilty to reveal enemies on the minimap (like 500 radius) (if you played on original, that was the gutter runner ability), or the abilty to extend its own stealth to his group (with conditions OBVIOUSLY, like staying motionless, and not using ability).
This ability could be stackable (extended radius, longer timer....) on the base of number of player of the same classe inside the group.
This exemple was obvious for me, cause stealth mode is quite useless when you play in a warband/full group.
III. The Guild Standard.
Who use his glorious standard in the lake? almost no one. Saaad.
If the first suggestion is something RoR team is interested to explore, maybe Giving some interest to the guild standard could be something giving a plus. It would be interesting when the guild standard is held in the lake making that the group/warband (around the standard ofc) become visible by other groups/warbands of the faction on the minimap (inverted gutter runner mechanics), making information/organisation/strategy more efficient. We see where the ram is. SHowing where a standard (or dots around) should be possible i guess.
Dunno if anyone gonna care about it, but i'm glad to share ideas when got some.
Voila.
XoXo
Yali.