View Full Version : Open RvR revamp
Urithair
11-20-2008, 08:43 PM
I was just brain storming about how open RvR can be improved, this is just a thought and i would love some feedback.
ok, you get renown for takeing BOs and defending them. what if the entire side, order/destruction, recieved a noticable stream of renown for how many keeps, BOs etc you controlled. i would think then there would be more action out there, more war. also you would recieve a bonus to the renown stream if depending on how your tier is doing holding the keeps.
thoughts?
RottenApple82
11-20-2008, 08:56 PM
ORvR needs to Drop more Set items for classes, the items also need to on par with what you can get PvEing a PQ similar level.
As is, the items are bad, nobody goes for them.
Also, as somebody else mentioned elsewhere, the loot system for taking a Keep is atrocious.
The change from 1-3bags per take over is not enough of a change.
Also, the keep resets within 15secs, so if you don't get a rez, you don't get loot, or if you were running back to the keep you're S.O.L. cause the Chest will disappear after 15secs.
Metamyr
11-21-2008, 08:56 AM
The problem with having a constant renown stream is that it would encourage people to just sit AFK and eat up the renown stream. You could still get a system that increases rewards of players without it being too exploitable though.
Right now you get overall bonuses for zone control, but what if you increased those bonuses quite a bit for people actually IN the RvR Zone.
Something like.
For Each BO Held:
1% Increased EXP/Renown for everyone.
5% increased EXP/Renown for people in world RvR zone.
For Each Keep Held:
10% increased EXP/Renown for everyone.
50% increased EXP/Renown for people in world RvR zone.
This way in some locations people would be seeing double or even triple Exp for kills in world RvR, making it a very viable way to level as opposed to questing or scenarios.
Additionally, we need to find a way to reward loot for World RvR other than the keep system. Right now the keep awards good loot if you can manage to take one, and if you're lucky enough to have a high contribution (seems like a broken system) and roll high.
I think a good way to do this would be to implement an Influence system for all the ORvR areas. Make player kills and objective captures increase this influence, and even throw in some ORvR quests (repeatable even?) that would contribute to this influence and provide additional experience as well. Since the influence would have to last players throughout the entire tier, maybe make the rewards level-based instead of quality based. Also, make the bar fill SLOWLY, so that people have to spend a good chunk of their time leveling via Open RvR in order to receive these rewards.
For example:
Tier 2 Influence Rewards-
1/3 Bar: Pick 2 level 12 blue quality items (From a list containing at least 1 item for each slot)
2/3 Bar: Pick 2 level 15 blue quality itemss
Full Bar: Pick 2 level 18 blue quality items OR 1 purple item
Overall, ORvR has its place in the game right now, it's just not fully fleshed out. ORvR is FUN, but it isn't rewarding enough for players who are trying to level and itemize. Mythic needs to find a way to make ORvR rewarding enough so that the majority of the player base sees it as a GOOD way to level.
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