T1 RvR Improvements

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jazzhandss
Posts: 8

T1 RvR Improvements

Post#1 » Sat Sep 19, 2026 1:41 am

Not sure about you all but T1 RvR holds a special place in my heart. Something about the simplicity of low level PVP, non stop action and all the chaos is so much fun. I remember another MMO I played before (Shaiya Online) which had the same concept where it had T1 (Lv1-15) and T2 (Lv20-30) PvP zones where I spent entire summers as a teenager but was grossly p2w lol

Anyhow I just wanted to share my overall thoughts to improve the T1 experience for both new players and vets. For me, the better the T1 experience the better chance that new players stick around.

1. A quicker pace in general would benefit T1 greatly. One of the biggest problems in T1 is that it is a painful slog to get a zone all the way to 100%, especially with the current player count. You can teach new players the importance of supply runs and fix this issue at the same time by doubling the amount of supply boxes per tick to 2 and make them spawn a bit quicker. Make it so that BOs get captured slightly faster. Less time standing around. Reward a faction for holding a BO for 5 minutes by making it count as a 2% tick. Basically the faster a faction can get close to 100% the better, the more action there is in the maps.

2. With the above changes to supplies, add a supply point drop off to the other side of the maps and all warcamp entrances. Heck, add some static supply box decorations around the drop off points as they're not really intuitive, when I was new I never thought this box goes to THAT flag until I saw another player do it. Increase renown/inf rewards for supply drop offs to further encourage players (Cause honestly, it's boring as hell so might as well reward players for doing the dirty work). Also rewards the opposing faction for derailing supply runs!

3. Increase influence gain (or decrease the amount of influence needed) on all 3 T1 zones so that players can get their influence gear rewards before they outlevel them. Maybe pair this with a change where only 1 RvR map is active at a time as T1 RvR barely sees enough numbers for two maps + scenarios anyway. The faster pace and easier access to influence rewards should help with this change.

4. Increase gear drop rates for green items and introduce rare blue item drops as well. This gives new players a chance to get better gear by simply PvPing. Even green items go a long way in T1 PvP, gives new players a fighting chance vs vets.

5. Add the Veteran Renown Merchant from the War Quarters that sells level 12-15 gear/accessories to every T1 warcamp, it didn't make sense that you had to go all the way to the city to buy these. Make the gear dirt cheap so that any new player can easily purchase them.

6. Add more NPC guards to the maps. Guards that won't necessarily 1-2 hit you, but hit you like how a DPS would hit you and take some time to kill (Basically they'd act as other players for when the numbers aren't balanced). You can add these guards somewhat close to the warcamp entrances to help the camped faction somehow even the numbers but away from the 1 hit guards. Grant inf/exp for killing these guards. People might say that this would encourage camping, but what's been happening is people just simply log off when the numbers are heavily imbalanced. This would at least make RvR still playable.

7. Speaking of guards, add guards around the supply point drop off for each faction. It didn't make sense to me that you could drop off supplies for your faction in the opposing factions camp.

Stat/armor pots
- We also need to bridge the gap between vet players that can afford armor/stat pots and the new players. Obviously we can't remove those as they're a crucial part of the game but I do think they need a nerf in T1. To the point where they'll still give you an advantage, but less. Currently, bolster makes it so that your pots get stronger in RvR, maybe that can be adjusted to make them weaker instead for T1?

Factionwide Incentives
- The faction wide renown boost happening this anniversary event could be integrated into T1 RvR. It'll be a minor reward/incentive that'll benefit the whole faction when a T1 zone locks. The winning faction could get a 5% renown boost for the next 30 minutes or some balanced variation of that reward.

Just a couple thoughts. I'll be adding stuff to the list as I think of them. Thanks!
Last edited by jazzhandss on Sat Sep 19, 2026 8:06 pm, edited 2 times in total.

Coocooclock
Posts: 55

Re: T1 RvR Improvements

Post#2 » Sat Sep 19, 2026 10:55 am

jazzhandss wrote: Sat Sep 19, 2026 1:41 am Not sure about you all but T1 RvR holds a special place in my heart. Something about the simplicity of low level PVP, non stop action and all the chaos is so much fun. I remember another MMO I played before (Shaiya Online) which had the same concept where it had T1 (Lv1-15) and T2 (Lv20-30) PvP zones where I spent entire summers as a teenager but was grossly p2w lol

Anyhow I just wanted to share my overall thoughts to improve the T1 experience for both new players and vets. For me, the better the T1 experience the better chance that new players stick around.
1. A quicker pace in general would benefit T1 greatly. One of the biggest problems in T1 is that it is a painful slog to get a zone all the way to 100%, especially with the current player count. You can teach new players the importance of supply runs and fix this issue at the same time by doubling the amount of supply boxes per tick to 2 and make them spawn a bit quicker. Make it so that BOs get captured slightly faster. Less time standing around. Reward a faction for holding a BO for 5 minutes by making it count as a 2% tick. Basically the faster a faction can get close to 100% the better, the more action there is in the maps.

2. With the above changes to supplies, add a supply point drop off to the other side of the maps and all warcamp entrances. Increase renown/inf rewards for supply drop offs to further encourage players (Cause honestly, it's boring as hell so might as well reward players for doing the dirty work). Also rewards the opposing faction for derailing supply runs!

Disagree with this part because to me T1 is not about leveling a zone quickly and running lots of boxes. It's about the crazy fights thats what is fun!!! I wouldn't mind if Nordland stayed unlocked all the time and play there because its a bit smaller map with 3 bo's. And usually more active fights.

User avatar
gisborne
Posts: 282

Re: T1 RvR Improvements

Post#3 » Sat Sep 19, 2026 11:03 am

Coocooclock wrote: Sat Sep 19, 2026 10:55 am
jazzhandss wrote: Sat Sep 19, 2026 1:41 am Not sure about you all but T1 RvR holds a special place in my heart. Something about the simplicity of low level PVP, non stop action and all the chaos is so much fun. I remember another MMO I played before (Shaiya Online) which had the same concept where it had T1 (Lv1-15) and T2 (Lv20-30) PvP zones where I spent entire summers as a teenager but was grossly p2w lol

Anyhow I just wanted to share my overall thoughts to improve the T1 experience for both new players and vets. For me, the better the T1 experience the better chance that new players stick around.
1. A quicker pace in general would benefit T1 greatly. One of the biggest problems in T1 is that it is a painful slog to get a zone all the way to 100%, especially with the current player count. You can teach new players the importance of supply runs and fix this issue at the same time by doubling the amount of supply boxes per tick to 2 and make them spawn a bit quicker. Make it so that BOs get captured slightly faster. Less time standing around. Reward a faction for holding a BO for 5 minutes by making it count as a 2% tick. Basically the faster a faction can get close to 100% the better, the more action there is in the maps.

2. With the above changes to supplies, add a supply point drop off to the other side of the maps and all warcamp entrances. Increase renown/inf rewards for supply drop offs to further encourage players (Cause honestly, it's boring as hell so might as well reward players for doing the dirty work). Also rewards the opposing faction for derailing supply runs!

Disagree with this part because to me T1 is not about leveling a zone quickly and running lots of boxes. It's about the crazy fights thats what is fun!!! I wouldn't mind if Nordland stayed unlocked all the time and play there because its a bit smaller map with 3 bo's. And usually more active fights.
Nordland is the worst of the maps imo. It's just mini-Praag where everyone fights between the warcamps.
Aefa Aefa, Runepriest

User avatar
Elyrith
Posts: 11

Re: T1 RvR Improvements

Post#4 » Sat Sep 19, 2026 11:34 am

T1 is simultaneously the best and worst part of the game. The balance is completely different there; many classes lack the specific traits that make them either OP or garbage in T4. I spent a few months playing exclusively in T1, and I know several good players who play only T1. The only issue is that you can't freeze your progress at level 15, so you have to create new characters.

P.S. Elven t1 map is the worst because its design offers order players several significant advantages. Dwarven one is the best. Nordland is okay.

Inwaves
Posts: 32

Re: T1 RvR Improvements

Post#5 » Sat Sep 19, 2026 12:38 pm

Elyrith wrote: Sat Sep 19, 2026 11:34 am P.S. Elven t1 map is the worst because its design offers order players several significant advantages. Dwarven one is the best. Nordland is okay.
Oh stahp it :evil:

Your zoggin chaos cannon covers part of Festenplatz cliff up to the house. "Nordland is okay" he says, zog my gorp.

User avatar
Elyrith
Posts: 11

Re: T1 RvR Improvements

Post#6 » Sat Sep 19, 2026 12:50 pm

Inwaves wrote: Sat Sep 19, 2026 12:38 pm
Elyrith wrote: Sat Sep 19, 2026 11:34 am P.S. Elven t1 map is the worst because its design offers order players several significant advantages. Dwarven one is the best. Nordland is okay.
Oh stahp it :evil:

Your zoggin chaos cannon covers part of Festenplatz cliff up to the house. "Nordland is okay" he says, zog my gorp.
The Chaos Cannon can reach the edge of the large rock. The other one covers the beach pretty well. If you play at Nordland long enough, you will learn it <3
WE, DoK, Sorc, and one cute little WH ^_^
Solo PvP enthusiast, scenarios hater

jazzhandss
Posts: 8

Re: T1 RvR Improvements

Post#7 » Sat Sep 19, 2026 4:50 pm

Coocooclock wrote: Sat Sep 19, 2026 10:55 am
jazzhandss wrote: Sat Sep 19, 2026 1:41 am Not sure about you all but T1 RvR holds a special place in my heart. Something about the simplicity of low level PVP, non stop action and all the chaos is so much fun. I remember another MMO I played before (Shaiya Online) which had the same concept where it had T1 (Lv1-15) and T2 (Lv20-30) PvP zones where I spent entire summers as a teenager but was grossly p2w lol

Anyhow I just wanted to share my overall thoughts to improve the T1 experience for both new players and vets. For me, the better the T1 experience the better chance that new players stick around.
1. A quicker pace in general would benefit T1 greatly. One of the biggest problems in T1 is that it is a painful slog to get a zone all the way to 100%, especially with the current player count. You can teach new players the importance of supply runs and fix this issue at the same time by doubling the amount of supply boxes per tick to 2 and make them spawn a bit quicker. Make it so that BOs get captured slightly faster. Less time standing around. Reward a faction for holding a BO for 5 minutes by making it count as a 2% tick. Basically the faster a faction can get close to 100% the better, the more action there is in the maps.

2. With the above changes to supplies, add a supply point drop off to the other side of the maps and all warcamp entrances. Increase renown/inf rewards for supply drop offs to further encourage players (Cause honestly, it's boring as hell so might as well reward players for doing the dirty work). Also rewards the opposing faction for derailing supply runs!

Disagree with this part because to me T1 is not about leveling a zone quickly and running lots of boxes. It's about the crazy fights thats what is fun!!! I wouldn't mind if Nordland stayed unlocked all the time and play there because its a bit smaller map with 3 bo's. And usually more active fights.
Honestly, even with these changes I don't think it would lessen the amount of chaotic fighting. In my experience, more crazy fights happen when 1 faction is at 100% and trying to lock a zone and the other is preventing that from happening. These changes would be more so for the times when there's barely any people in Tier 1 RvR and no SCs are popping (Which as an NA player is like 70% of the day for me, I only really get good T1 action on weekends lol)

jazzhandss
Posts: 8

Re: T1 RvR Improvements

Post#8 » Sat Sep 19, 2026 5:14 pm

Elyrith wrote: Sat Sep 19, 2026 11:34 am T1 is simultaneously the best and worst part of the game. The balance is completely different there; many classes lack the specific traits that make them either OP or garbage in T4. I spent a few months playing exclusively in T1, and I know several good players who play only T1. The only issue is that you can't freeze your progress at level 15, so you have to create new characters.

P.S. Elven t1 map is the worst because its design offers order players several significant advantages. Dwarven one is the best. Nordland is okay.
This is true. I didn't mention any class balance changes because it's just a mess and there's better people to tackle that lol I do think the disorganized chaos of T1 RvR hides the imbalance of T1 somewhat but balance is out of whack in SCs. I do think we need heal debuffs in T1 (Will teach players the importance of it early on) but I don't know of a proper way to introduce it without the changes cascading into the other tiers.

But yeah, I'm one of those T1 enjoyers :D I prefer T1 RvR and when there's no action I hop on my T4 toon. Both are fun in their own way and hopping back and forth gives you something different for when the other starts feeling stale. I think as a community it's our responsibility to keep T1 active for the influx of new players. Imagine being a brand new player, hopping on the T1 lakes and seeing a ghost town. Or queueing for an SC that never pops. I would just stop playing lol

User avatar
Elyrith
Posts: 11

Re: T1 RvR Improvements

Post#9 » Sat Sep 19, 2026 6:30 pm

jazzhandss wrote: Sat Sep 19, 2026 5:14 pm [...] Imagine being a brand new player, hopping on the T1 lakes and seeing a ghost town. Or queueing for an SC that never pops. I would just stop playing lol
To be honest, I’d be more put off by an enemy faction blob farming at our warcamp :D

I’m not sure about the healers nerf though. The bolster on the T1 is already really weird and inconsistent.
WE, DoK, Sorc, and one cute little WH ^_^
Solo PvP enthusiast, scenarios hater

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