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3 RvR Zones open [Give Feedback]
Posted: Tue Oct 20, 2015 11:08 am
by noisestorm
I just wanted to gather some feedback from you guys about what you are thinking about what we currently have. Since theres no real RvR-mechanic (besides the 3 BO requiremt) implemented the whole thing is free to be shaped and i thought i'll put in some effort into making something similar to Sulorie some days ago.
I am not here to get suggestions on what should be changed, but rather what you dislike or like.
Re: 3 RvR Zones open [Give Feedback]
Posted: Tue Oct 20, 2015 11:22 am
by Skorn
It's allright, way better than one. There's always a fight somewhere, order still zerg most of the time, destro still defend (not so often but there's a huge improvement to motivation thanks to the Aao).
All in all, it's better, there's too much players now when playing on EU prime time mostly to play without lag. So there's still a bit of it, but not too much honestly.
There has been some crash and unavailable server for some day, but I thought it was the devs working live on the servers to see what was happening at prime time.
Note : What I would have suggested would have been to unlock 2 zones, lock the two of them (30 min lock) , one of the locked zone unlock after 15 min + the third one unlock (so still 2 zone), 2 zone lock, then third zone + first zone unlock, and repeat.
Re: 3 RvR Zones open [Give Feedback]
Posted: Tue Oct 20, 2015 11:26 am
by Soulcheg
IMO, three zones is too much, it's hard to find decent fights, two zone will be alright.
Re: 3 RvR Zones open [Give Feedback]
Posted: Tue Oct 20, 2015 11:29 am
by wender88
I really like how the keep rewards work atm, where you get next to nothing for an empty keep and get rewarded for taking a defended keep.
It does bug a lot of mindless zergers tho, but in the end, it only awards and encourage to do RvR

Re: 3 RvR Zones open [Give Feedback]
Posted: Tue Oct 20, 2015 11:38 am
by noisestorm
Do you guys think that there is enough incentive to defend a keep? Im not sure if Defticks work properly now and if they scale similar to a keeptake - any infos?
3 RvR Zones open [Give Feedback]
Posted: Tue Oct 20, 2015 11:41 am
by turlututuhu
It's nice to see players communicate zone info on advice
- AAO move here...
- Keep Door attacked here...
- Keep safe here...
- On the way to Elf keep...
- 3 Battle objectif for our realm need help to attack.
...
That look a great WAAAGH tide, WAR is everywhere.
Thanks open zone.
Re: 3 RvR Zones open [Give Feedback]
Posted: Tue Oct 20, 2015 11:46 am
by wender88
From what I've seen you only get 400 rp's for defending - the real reward is in the kills you get. As it is atm, the award for defending the keep is way higher, than taking it imo.
Dunno if anyone else, has another point of wiev on this.
Re: 3 RvR Zones open [Give Feedback]
Posted: Tue Oct 20, 2015 11:46 am
by devath
I think it's good if you dont have too many zones open at once, this would encourage people to fight each other instead of capping empty keeps.
Also would it be possible to boost the "against all odds" buff to increase stats/dmg/health so underdog faction would have more chance to fight back the zerg. I have noticed that if the other faction dominates rvr with numbers.. many players will just sit in the war camp.
Re: 3 RvR Zones open [Give Feedback]
Posted: Tue Oct 20, 2015 4:51 pm
by Tesq
I had to do other things so i not really dig how rvr look atm, but i generally saw a lot more movement in zones, due to aoo, even in locked zone (emp, but maybe is due the 150 kill quest+ keep quest).
And also a lot more talk about def, aoo wb etc on advice as told above.
Re: 3 RvR Zones open [Give Feedback]
Posted: Tue Oct 20, 2015 5:00 pm
by Coryphaus
noisestorm wrote:Do you guys think that there is enough incentive to defend a keep? Im not sure if Defticks work properly now and if they scale similar to a keeptake - any infos?
well the rr you get from defending keeps i feel are huge when you in a wb with an extend seige
further more 3 zone mean yeah their a zerg but its getting broken up over 3 zones and now with 30 minute lock out capping zones are meaning full and with 30 mins in-between this lets zergs break up as people leave wbs to do scs while simultaneously giving the loosing faction a chance to get organized
all in all i really like the new system